A huge white creature hangs over Glimmer in one of Well Dweller's official screenshots. The little bird has a lit matchstick; the creature has a face like a cracked mask and arms reaching across the arena. It would be easy to file the encounter under 'boss' and move on. The released game's storybook pages ask for a second look. Some of its monsters have histories to find outside their fights, in a kingdom where even a frightening shape is part of someone's tale.
Stories scattered through the kingdom
The setup is cruel enough for an old fairy tale. Glimmer's family hides in a skull at the bottom of a well while the queen hunts birds for their feathers. The hunter takes his siblings and mother, sending Glimmer into the kingdom with a matchstick. Kyle Thompson's official description names people he can meet along the way: Ilda, a mouse fleeing the queen, and Looter, a scavenger in an abandoned castle. These are inhabitants with worries of their own, rather than a row of signposts pointing towards the castle.
In Nintendo Everything's account of the finished Switch game, those encounters play like small tales within the larger rescue. The reviewer describes collectible storybook pages that reveal parts of certain bosses' pasts, with events in the world building towards some fights. That makes the pages more interesting than a glossary entry unlocked after the action. A player who finds one can approach the next grotesque figure knowing something about the place it came from. The review also says most side characters do not return much after their stories end, so this is a series of local episodes, not a claim that every meeting reshapes the finale.
Why the pages look like old books
Thompson described the artwork behind those pages in an interview with GameBlast published at launch. He wanted the collectible illustrations to resemble old woodcuts from classic fairy-tale books. His own attempts did not give him the look he wanted, so he brought in an artist named Sottiss to draw them. It is a specific decision: the pages have their own visual language beside the game's animated rooms. Reading a scrap about the kingdom should feel like finding an artefact from its history, rather than opening another menu pane.
The same GameBlast interview explains how some bosses were drawn. Thompson began with loose sketches of a creature suited to an area, then worked with concept artist Bruno Gambacurta on selected designs before drawing their final game versions himself. One concept changed because the arms he liked would have been difficult to animate. This is a practical detail with a lovely consequence: a monster's finished shape is a meeting of its imagined habitat, another artist's drawing and what can move convincingly in a fight. The game does not need a paragraph of exposition to make every silhouette feel considered.

A fairy tale with room to laugh
Well Dweller's official pitch pairs a 'wretched kingdom' with charming characters. In GameBlast's interview, Thompson says he began with a dark fairy tale and wanted to play with lighter and darker elements together. Nintendo Everything's account describes a bleak opening followed by smaller stories among the kingdom's inhabitants. The contrast starts in the premise itself: a bird small enough to live in a skull is sent against a queen who wants a gown of feathers. There is room for a campfire conversation on the way to an ugly confrontation.
There is an appealing restraint in giving the player pieces of this world to collect. The official art shows the huge boss, but it cannot tell us which page, if any, belongs to that particular creature; the reviewers do not identify every such connection either. What is documented is the pattern: stories found in the kingdom can prepare some encounters, while Thompson deliberately gave those pages the look of a much older tale. The boss arena may be where Glimmer survives the monster. The page is where a player can begin to wonder how it got there.
Sources
Where this story comes from, and where you can check it.



