Thanks! I’m glad the atmosphere is coming across that way—it’s exactly the kind of subtle tension I’m aiming for.
As for the non-colored blocks you see: yes, many of them are intended to be remnants of ancient stone ruins—think crumbled sanctuaries, weathered watchtowers, or even collapsed entrances to forgotten chambers. Some may also be interactable elements like pressure plates, hidden doors, or puzzle mechanisms disguised as part of the environment. I always want the player to ask, “What used to be here… and what still might be?”
If you noticed something feels slightly “off,” then the scene is doing its job.