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The Nostromo in Alien pretty much wrote set the standard for what sci-fi horror environments should look like – dark, industrial, and gloomy
Note: screenshots that have a perspective camera (above) are taken in our level editor, before grime and vegetation are procedurally placed. Isometric screenshots (below) are from live gameplay!
But it’s nothing that can’t be fixed with a bit of time using Dandelion Void's cleaning mechanic! With a sponge in your left hand and a knife in your right, you can restore this space to its former glory.


Certain rooms will generate without grime and overgrowth -- this is intentional! We like the idea of our players wading through a series of overgrown ruins, only to stumble upon an oasis of normalcy. Some rooms we'll manually mark with a "no_grime" tag, while others will "naturally" end up clean due to variations in the procedural vegetation placement.
In addition to grime and vegetation, another way the age of the environment shows is with disabled lighting. In the case of the bar lounge, you can actually restore the lights using a power cell!


Don't let the futuristic sliding door fool you: people lived, worked, and played on this ship!
A player characters stands at the edge of a reactor cooling pool, next to crates of spent fuel rods

Left: concept art for a woven ponic-leaf bin, created by collaging reference images in Photoshop. Note that the blurring and distortion come from this compositing process -- no AI here, or anywhere else in the project!










Just a normal screenshot from a horror game: Resident Evil 6, captured by IGN

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