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Steam News11 November 20257mo ago

Devlog #1: Refining Early Levels

Hi everyone! Over the last few months, we’ve been quietly tending to the early levels of Floralis.

In this update3

Full notes

Full Floralis update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix7 additions2 changes0 removals
  • Gameplay
  • Balance
  • Fixes
  • UI and audio
  • Server
addedMaking Richer, More Interactive EnvironmentsYou could say we went back to the roots. We’ve revisited every scene in the opening chapters of Floralis to expand and fill it with new environmental details, making the world feel more organic and vibrant.
addedMaking Richer, More Interactive EnvironmentsYou’ll notice richer environments across the boards with new assets like scattered bookshelves, wooden planks, glowing plants, and so on. We also took this chance to rework certain level passages and gameplay beats to improve gameplay flow.
addedMaking Richer, More Interactive EnvironmentsThose environments also look better because we updated lighting and color grading , adding more depth, contrast, and mood to each scene. It’s a subtle change but one that makes a difference for the game’s vibe, especially in darker moments.
addedMaking Richer, More Interactive EnvironmentsWe’ve also added more interactive objects . One of our goals with Floralis has been to capture that feeling of being a child in a place you shouldn’t be. These small interactions aren’t there to advance the story or solve puzzles. They exist to make the world feel tactile and real. We hope you’ll have a lot of fun discovering them throughout the game!
changedOther ChangesWe’ve reworked animations and tweaked character control. Interaction with objects also feels smoother thanks to updated animations and some physics fixes.
fixedOther ChangesWe’ve optimized camera movemen t and fixed spots where players could accidentally move outside the frame

Floralis changes

addedYou could say we went back to the roots. We’ve revisited every scene in the opening chapters of Floralis to expand and fill it with new environmental details, making the world feel more organic and vibrant.
addedYou’ll notice richer environments across the boards with new assets like scattered bookshelves, wooden planks, glowing plants, and so on. We also took this chance to rework certain level passages and gameplay beats to improve gameplay flow.
addedThose environments also look better because we updated lighting and color grading , adding more depth, contrast, and mood to each scene. It’s a subtle change but one that makes a difference for the game’s vibe, especially in darker moments.
addedWe’ve also added more interactive objects . One of our goals with Floralis has been to capture that feeling of being a child in a place you shouldn’t be. These small interactions aren’t there to advance the story or solve puzzles. They exist to make the world feel tactile and real. We hope you’ll have a lot of fun discovering them throughout the game!
changedWe’ve reworked animations and tweaked character control. Interaction with objects also feels smoother thanks to updated animations and some physics fixes.

Hi everyone!

Over the last few months, we’ve been quietly tending to the early levels of Floralis. Our aim was to make them denser, more atmospheric, and more alive, bringing everything we learned from developing later parts of the game into a cohesive early-game experience.

Making Richer, More Interactive Environments

You could say we went back to the roots. We’ve revisited every scene in the opening chapters of Floralis to expand and fill it with new environmental details, making the world feel more organic and vibrant.

You’ll notice richer environments across the boards with new assets like scattered bookshelves, wooden planks, glowing plants, and so on. We also took this chance to rework certain level passages and gameplay beats to improve gameplay flow.

Those environments also look better because we updated lighting and color grading, adding more depth, contrast, and mood to each scene. It’s a subtle change but one that makes a difference for the game’s vibe, especially in darker moments.

We’ve also added more interactive objects. One of our goals with Floralis has been to capture that feeling of being a child in a place you shouldn’t be. These small interactions aren’t there to advance the story or solve puzzles. They exist to make the world feel tactile and real. We hope you’ll have a lot of fun discovering them throughout the game!

Here are a few snapshots from the early levels compared to our demo from earlier this year:

BEFORE

AFTER

BEFORE

AFTER

BEFORE

AFTER

Other Changes

Visual upgrades aren’t the only thing we have touched when refining early levels. A lot of work went into how Floralis feels to play:

  • We’ve reworked animations and tweaked character control. Interaction with objects also feels smoother thanks to updated animations and some physics fixes.

  • We’ve optimized camera movemen t and fixed spots where players could accidentally move outside the frame

  • We’ve made a bunch of audio enhancements, adding ambient background sounds, fixing reverb issues, and updating interaction SFX (these we felt especially important as Floralis leans into horror!)

  • We’ve improved predatory plant behavior, making them smarter and more reactive

Many of these improvements are already live in our new Steam demo. You’ll get to see even more soon during our upcoming Closed Playtest.

Wishlist & Follow (Playtest Coming Soon!)

If you’re enjoying the journey so far, please wishlist and follow the game so you don’t miss future announcements. We’re planning to open registrations for the Closed Playtest very soon!

Floralis

And if you’ve tried both the old and new demo, we’d love to hear your thoughts. Come join our Discord server and help us grow Floralis into something special.

SolidCore Games 🌱

Source

Steam News / 11 November 2025

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