Fading Echo
Steam News 26 November 20255mo ago

Shaping the Sound of Fading Echo — A Conversation with Our Composer

Hey Legends! Since the reveal, there’s one thing you’ve talked about a lot: the soundscape of Fading Echo. So today, we’re pulling back the curtain on the person shaping all those eerie vibes and soaring themes: our dee…

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changedHey Legends!In a game where atmosphere and emotion do a lot of the heavy lifting, music had to be more than just background noise: we tried to make it a core part of the experience. So we sat down and asked Maxwell about the creative process, the challenges along the way, and how he turned the mood of Fading Echo into sound.

Hey Legends!

Since the reveal, there’s one thing you’ve talked about a lot: the soundscape of Fading Echo.

So today, we’re pulling back the curtain on the person shaping all those eerie vibes and soaring themes: our deer composer, Maxwell Sterling.

In a game where atmosphere and emotion do a lot of the heavy lifting, music had to be more than just background noise: we tried to make it a core part of the experience. So we sat down and asked Maxwell about the creative process, the challenges along the way, and how he turned the mood of Fading Echo into sound.

How did you approach the atmosphere and tone of Fading Echo through music?

I was blown away from the earliest screen captures and images of Fading Echo as well as the brilliant text documents and bible.

As a composer, the more information about a project I can get before I start writing, really allows me to go full detective mode and dig deep into what the sound of a world, character, and tone could be. It felt interesting to play with genres and context of certain musical styles and popular culture, as a means of subverting them or reimagining them to amplify One’s view point and the full ecosystem of Fading Echo.

My style of writing mixes classical music with heavy digital manipulation and analogue synthesis, all of these ingredients I wanted to draw upon for the score. Take the theme for The Quarry as an example: here it felt right to almost evoke a western style of music but mutate this and push it into a new futuristic dimension to match the epic visuals. Taking instruments like pizzicato strings and putting them through resonators, Karplus-strong delays, and feedback allowed me to paint a more vivid sonic picture of what that landscape feels like.

Were you given a clear direction, or did you have creative freedom from scratch?

For me, it was the best of both worlds :). I was given a stellar direction from the team as well as lots of visual material to inspire me, but ultimately I was allowed to explore openly in terms of my approach. This made the experimentation process super fun and rewarding!

We sometimes found that one idea that was originally intended for a certain environment might actually be better suited for a different one, if we just tweaked certain elements and balance. I was really encouraged to push the envelope with the music, which felt like such a breath of fresh air and allowed me to try and match the singular vision of Fading Echo and its characters.

Having not done a ton of scoring in the game world, the team gave me all the encouragement to be me and guided me along the way to make sure that the music was fitting the collective vision.

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What challenges did you face while composing for the game?

The main challenge (which was a good one!) was crafting the music to work for gameplay as opposed to a film or other media.

Initially we built the music to be more loop-based and to be triggered to certain actions, however this didn’t yield the best results so we had to explore another route… We landed on having each theme of music be continuous, not looped, but how this becomes interactive or iterative is by the addition or subtraction of layers.

This was a fun challenge as it pushed me to write in a different style. With loops, you can more

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Steam News / 26 November 2025

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