Just found this, time to get to work:
Grayroot Forest
A dark an dreary place, possessed husks of oofed Gims are infested with a writhing, malevolent parasite that seeks to assimilate any who pass through its domain. WIth every player it eliminates, its fire rate and damage increase. The woods are shrouded in rain that slows the player’s journey to a crawl, narrowing their field of vision to the point they can barely see the path before them, as it is weathered with mud and dirt, and hard to follow the deeper you go, with its offshoots leading to hives of carnivorous bugs known as Skara.
Flaming Fields
What was once a tranquil valley has become engulfed in fire, geysers of scalding air and magma piercing the ground in sudden but deadly strikes, allowing creatures of the underworld to cross the border between realms and rain havoc upon those who have survived. Lone farmers lay hidden in hay forts, barely fending the beasts off with pitchforks, and the plants themselves seem to have been corrupted by the dark magic seeping from the ravaged soil.
Dripstone Descent
Entering an old mining settlement, you find it infested with vampiric bats, lead by a figure known as Nocturne. As you delve into its depths to eradicate this menace, you find the caverns to be unstable, with boulders falling from the ceiling, and the ground crumbling beneath your feet, swept away by swirling rapids of acidic water tainted by toxic waste runoff from the mines drills.
Heavenly Hospice
A rest granted to those players who meet an early demise, it stocks them with health and shield, and other goods sold by strange merchants in airships before sending them to the entrance to whatever biome they perished in most recently.
Salty Sea
The water gradually damages the player, tainted by the acidic runoff from a nearby mine that was sent to the sea by an underground rive, charred bones of those who fell in it visible in the delta where it meets open water. Strange costumed Gims live in shells and one particularly maniacal one lives in a pineapple next to a suspiciously large boulder.
Now you’re probably wondering what’s silly about all of this, but give me a sec. You see, to resist the spores of the Grayroot Forest, the player had to eat some mushrooms offered to them by a witch named Raveena. The mushrooms wiped their memory and contained hallucinogenic properties. The entire playthrough, barriers are flashing in a kaleidoscope of colors at varying speeds, and they will randomly teleport to previously visited locations, for the entire game is just a strange dream sequence include by the player’s childhood trauma of their parents farm burning down inf front of them with them inside it, forcing the player into the woods where they hid in a cave with a bat nest, sending them into the forest. The last thing they had watched was a strange show with a sponge named Bob before their parents sent them to check the mail, at which point the oven overheated from cooking too many penguins and blew up the house. The player was eventually found, raised in an orphanage, and left to begin a dead end job as a school janitor, who turned to drink to escape the pain, only for his inebriated stupor to taunt him with distorted dreams of his past. Of course, this aspect of the lore will be hidden except for those who search for it, barely teased in NPC dialogue. The merchants in the sky are his parents, who sell him memories in exchange for relics tied to his house found in the various biomes, Raveena is the women who ran the orphanage and punished him for sulking about the past, Nocturne is the trauma from the bat nest in the woods, the fire was obvious parallels, the oofing of Farmer Sid being a reference to the screams the player heard as his parents roasted alive. So yeah, very cheerful game, trust.