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Cursed Soulless VagabondsEventsLevel Design & Visuals in Cursed Soulless Vagabonds
Community

Level Design & Visuals in Cursed Soulless Vagabonds

Cursed Soulless Vagabonds · published 1 Jul 2026, 17:00 UTC

All eventsPlayers around this dateRead on Steam

In classic Action-RPGs, the camera follows the hero through dungeons and massive worlds. In Cursed Soulless Vagabonds, we chose to skip scrolling levels and traditional exploration.

Here is why we did it, and how we brought our dark fantasy world to life.

The Level: A Frozen World

During gameplay, our camera stays locked onto the level, fixed in a top-down perspective. The screen does not move.

The world of our game did not just die - it is frozen in an in-between state. The levels you fight in are not physically connected places. Instead, they are repeating fragments and echoes, like dreams.

A static screen captures this feeling of being ripped out of time and space much better than a scrolling camera ever could.

Light design

Because the screen does not move, the atmosphere of the level needs to communicate its mood immediately. To achieve this, we put a lot of effort into the placement and definition of our light sources.

By utilizing strong, colored light sources in a dark environment, we bring the static level’s atmosphere to life.

A Sneak Peek: When the Stage is Rigid, the Sound Must Move

How does ambient audio work when the player is not physically walking from a forest into a cave?

Our solution is to treat the ambient sound as a three-dimensional object. We will show you how this 3D audio system and our dynamic music work in one of our next updates.

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