We’re back with another Art post today, and this time we’re showing you two places: one you’ll want to stay in, and one that will absolutely want you gone.
Let’s start at home. Gaze upon this super early concept of the Hub, or as we call it, Baba’s Hut. This is where you’ll catch your breath between runs, so we’re filling it with different items, cabinets and a collection of trinkets all over the place. Every shelf is a chance to tell you something about her without her having to say a word.

You’ll notice the colors are a bit… loud. That’s on purpose. At this stage we block everything out in flat colors so we can tell what belongs to what, where your eye lands first and whether the fireplace is really pulling focus the way it should. We promise the final version will look better.
Here’s another pass at the same space from a different angle, with Baba parked right where she belongs: across the table from you, waiting on your next roll.

Now, we’re currently all on a well-deserved summer break and given all the recent heat waves we figured it would be nice to get away from the summery and hot weather of Midsummer and show you something else.
This is an early concept of Winterchime, the new biome of Grimroll. A frozen, desolate forest teeming with mischievous creatures that punish anyone who disturbs the peace of winter, and just to be fair about it, anyone trying to stave off winter’s cold sting too.
The palette was the fun part. Midsummer was all warm gold and heavy crops, so Winterchime had to go the other way: pale greens, cold blues and a lot of empty white space. Bare branches instead of flowers. Hills that just keep going. We wanted it to feel quiet in a way that makes you nervous rather than calm.
Hope you enjoyed this quick overview. Wanna keep in touch with us? Well, make your way over to our Discord. Over there you can ask any questions you might have about the artistic direction of the game. And please Wishlist the game here on Steam!
