What changed
0 fixes3 additions2 changes0 removals
addedIf you’ve played our current demo, you know the foundation is there. But we wanted the world to carry more weight, more atmosphere. To do that, we locked in a brand-new Visual Bible and embraced a stylized, painterly direction. Our goal was never photorealism; it’s about emotional coherence , creating environments that feel remembered, lived-in, and spiritually bound across time.
changedThe updated demo is already live on Steam, featuring major visual overhauls across several key environments:
changedA complete rework of terrain and foliage
addedNew hand-crafted painterly textures
addedAlongside the visual overhaul, we’ve completely redesigned how you interact with the game. We’ve introduced a new diegetic interface system for the in-game menu. Instead of pulling you out of the experience with traditional, flat UI screens, gameplay functions are now accessed through world-space icons that appear dynamically around Annelise in a circular formation. This keeps you grounded in the scene, reinforcing immersion and strengthening the connection between you, Annelise, and the world itself.
Telluria changes
addedIf you’ve played our current demo, you know the foundation is there. But we wanted the world to carry more weight, more atmosphere. To do that, we locked in a brand-new Visual Bible and embraced a stylized, painterly direction. Our goal was never photorealism; it’s about emotional coherence , creating environments that feel remembered, lived-in, and spiritually bound across time.
changedThe updated demo is already live on Steam, featuring major visual overhauls across several key environments:
changedA complete rework of terrain and foliage
addedNew hand-crafted painterly textures
addedAlongside the visual overhaul, we’ve completely redesigned how you interact with the game. We’ve introduced a new diegetic interface system for the in-game menu. Instead of pulling you out of the experience with traditional, flat UI screens, gameplay functions are now accessed through world-space icons that appear dynamically around Annelise in a circular formation. This keeps you grounded in the scene, reinforcing immersion and strengthening the connection between you, Annelise, and the world itself.
Over the past few months, we’ve been quietly transforming the look and feel of Telluria from the ground up.
If you’ve played our current demo, you know the foundation is there. But we wanted the world to carry more weight, more atmosphere. To do that, we locked in a brand-new Visual Bible and embraced a stylized, painterly direction. Our goal was never photorealism; it’s about emotional coherence, creating environments that feel remembered, lived-in, and spiritually bound across time.
The updated demo is already live on Steam, featuring major visual overhauls across several key environments:
A1’s Refuge & Augusta Hills
Chalet Exterior areas
A complete rework of terrain and foliage
New hand-crafted painterly textures
Stronger architectural cohesion across all locations
Alongside the visual overhaul, we’ve completely redesigned how you interact with the game. We’ve introduced a new diegetic interface system for the in-game menu. Instead of pulling you out of the experience with traditional, flat UI screens, gameplay functions are now accessed through world-space icons that appear dynamically around Annelise in a circular formation. This keeps you grounded in the scene, reinforcing immersion and strengthening the connection between you, Annelise, and the world itself.
Thank you to everyone following the journey and supporting Telluria.
Paolo Roncaglia
Game Director, Telluria