There are three Epilogues in Blue Lacuna (different from the various "endings" which occur beforehand) which represent the very last things a player sees on a navigation of the story. The Epilogue attempts to make meaning of the player's decisions throughout the story and provide a satisfactory coda. The sequence runs only about 10 to 15 moves for any given playthrough, but is about 16,000 words of code and prose, almost to novella length.
Which Epilogue a player gets depends on which of three principal characters the game has determined you care most about by the end: yourself, Rume, or Progue. Each is completely different from the others, but all are split into two parts: a dream-conversation with a character, during which certain past actions are explored and commented on, and a final coda, where the player takes action to conclude the story. Part of the reason so much text is required is because of all the possible decisions and combinations thereof the player might have made, but also because even for these last few moves of the game the player is still being asked to make choices, which affect the nature and flavor of the story's resolution. Giving the player meaningful choices even when the plot has largely come to an end has been a difficult but ultimately worthwhile design process.
The Progue and Rume codas were finalized tonight, although they still need testing and rewrites. Each of these dream-conversations are also written. Tomorrow I hope to finish the convo and coda for the "yourself" epilogue, which will let me cross off one of the "9 Final Steps" on my list to "complete" Blue Lacuna. (By complete I mean have nothing left to design, plan, or implement; theoretically all that should be left after that point is rewrites, bug fixes, and any changes that arise from further testing.)
My recently-acquired goal is to get through this list by the end of October:
THE 9
1. Finish the Epilogues
2. Rework "Staying With Rume" in Chapter 1
3. Finish Progue scenes for his "Uncertain" psyche.
4. Finish sketched-but-unwritten portions of The Confrontation.
5. Finish fleshing out and implementing "Forest" and its people (one of the two endgame worlds).
6. Add support for Intelligent Hinting
7. Finish attitude-adjustment Progue mini-scenes.
8. Go through whole game and solve any structural / derailing issues. (Ensure it's not possible to get in a broken or unwinnable state, that all conversations have emergency exit points, that all dramatic scenes can't be broken by a player taking an unexpected action, etc.)
9. Optimise for speed as much as possible.