





When developing Fallgrade, I’m already keeping a future virtual reality support update in mind. In addition to gravity manipulation, the game will also feature slower-paced walking sections. The question is how to approach this future update and integrate VR support in the best way.
When I started building the world for Fallgrade, almost everything happened inside the city. Lately I’ve been expanding beyond it.
I’ve been working on open meadows, forests, and the spaces between places, not just as transitions, but as locations with their own atmosphere. I want the world to feel larger than the city itself, as if there’s always something beyond the horizon.
The goal is to create a world that feels more analog than digital. Heavy grain, monochrome visuals, imperfect geometry, and architecture inspired by real places all help make it feel like you’re exploring an old memory instead of a perfectly clean virtual environment.
The first image is from one of the new meadow areas. Next are a giant spider wandering through the city and a glimpse of the forest I’m currently working on.
It should feel bleak and oppressive, with the player becoming lost in a gravitational loop.