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Steam News12 November 20259mo ago

The Early Art and Design of Aranthor

Every great adventure needs a memorable setting, and for our game, that place is Aranthor—a city shrouded in secrets, history, and a unique visual identity.

In this update8

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Full Whispers of the Eyeless update

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What changed

0 fixes1 addition2 changes0 removals
  • UI and audio
  • Gameplay
changedThe First Steps ​​Our journey began with a rough, isometric draft of Aranthor. At this early stage, we envisioned the Prophet—the game’s protagonist—walking the city’s bustling streets. The concept art captured not only the city’s architecture and groups of townsfolk but also the first inklings of our user interface.
addedA New Perspective: Through the Prophet’s Eyes ​​As the design evolved, we made a decision: the Prophet would remain static, observing the world rather than traversing it. This shift called for a new perspective—one that mirrored what the Prophet would actually see. Our artist created a concept showing a slice of Aranthor’s district, blending detailed buildings, the rough silhouettes of its inhabitants, and a striking amount of overgrowth. Branches and vines can be seen creeping over rooftops and walls, hinting at nature’s persistent reclaiming of the city.
changedThe Multilayered City: Districts and Landmarks ​​With the city’s perspective and character focus established, we turned our attention to Aranthor’s overall structure. The first concept of a multilayered city emerged, with different districts visible from afar. This bird’s-eye view allowed us to experiment with the placement of key landmarks and important buildings, ensuring that each district felt distinct.

Whispers of the Eyeless changes

changedOur journey began with a rough, isometric draft of Aranthor. At this early stage, we envisioned the Prophet—the game’s protagonist—walking the city’s bustling streets. The concept art captured not only the city’s architecture and groups of townsfolk but also the first inklings of our user interface.
addedAs the design evolved, we made a decision: the Prophet would remain static, observing the world rather than traversing it. This shift called for a new perspective—one that mirrored what the Prophet would actually see. Our artist created a concept showing a slice of Aranthor’s district, blending detailed buildings, the rough silhouettes of its inhabitants, and a striking amount of overgrowth. Branches and vines can be seen creeping over rooftops and walls, hinting at nature’s persistent reclaiming of the city.
changedWith the city’s perspective and character focus established, we turned our attention to Aranthor’s overall structure. The first concept of a multilayered city emerged, with different districts visible from afar. This bird’s-eye view allowed us to experiment with the placement of key landmarks and important buildings, ensuring that each district felt distinct.

Every great adventure needs a memorable setting, and for our game, that place is Aranthor—a city shrouded in secrets, history, and a unique visual identity.

In this dev diary, we want to take you behind the scenes and share the evolution of Aranthor’s art style and design, from the earliest sketches to the atmospheric city you’ll explore in the final game. Join us as we walk through the creative process, the challenges, and the inspirations that shaped Aranthor into the city it is today.

The First Steps ​​

Our journey began with a rough, isometric draft of Aranthor. At this early stage, we envisioned the Prophet—the game’s protagonist—walking the city’s bustling streets. The concept art captured not only the city’s architecture and groups of townsfolk but also the first inklings of our user interface.

A New Perspective: Through the Prophet’s Eyes ​​

As the design evolved, we made a decision: the Prophet would remain static, observing the world rather than traversing it. This shift called for a new perspective—one that mirrored what the Prophet would actually see. Our artist created a concept showing a slice of Aranthor’s district, blending detailed buildings, the rough silhouettes of its inhabitants, and a striking amount of overgrowth. Branches and vines can be seen creeping over rooftops and walls, hinting at nature’s persistent reclaiming of the city.

The Multilayered City: Districts and Landmarks ​​

With the city’s perspective and character focus established, we turned our attention to Aranthor’s overall structure. The first concept of a multilayered city emerged, with different districts visible from afar. This bird’s-eye view allowed us to experiment with the placement of key landmarks and important buildings, ensuring that each district felt distinct.

The Sanctuary

No exploration of Aranthor would be complete without mentioning the Sanctuary—the place where the Prophet spends much of their time. In its earliest incarnation, the Sanctuary was a much smaller, more intimate space than what you'll experience in the final game. Over time, it grew in both size and significance, evolving into a central hub that reflects the Prophet’s journey and the city’s mysteries.

A Different View

Finally, we experimented with a somewhat isometric perspective, offering a sweeping view of Aranthor’s sprawl.

Aranthor is more than just a backdrop. We hope you’ve enjoyed this glimpse into the creative process behind its early concepts. If you’re as excited about Aranthor as we are, we invite you to join our community on Discord, where you can share your thoughts, ask questions, and be part of the journey as we continue to bring this mysterious city to life!

Evil Gingerbreads

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Source

Steam News / 12 November 2025

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