Deep Deluge's backdrops aren't static. Actions can change the environment, which in turn may change player interaction - i.e. lighting up an area may result in new areas to explore.
Example: dropping a flare in a dark crevice:
Ever heard of "menacing earthworks"? It is a philosophy around creating a future-proof warning system against, for instance, nuclear waste.
So that future generations may recognise danger, long after the warning signs we take for granted have been forgotten.
I am going to integrate such designs into my environments, playing on human instincts instead of conventional signs of warning.
Here's an example. A deep area made up of rows of spikes that are supposed to generate a feeling of unease. Something you wouldn't want to explore.