Hello friends. Yes, most of the elements shown are placeholders.
For the most of new games showing some relevant art aesthetic up until the release day is very hard (unlike sequels, for instance setting up Divinity: Original Sin 2 Kickstarter demo in 2015 was pretty easy, cause we had a huge bunch of assets from the first game, we only needed to create a bits of fresh new pieces).
Really, most of the things we have shown before - it's about 10% of final game quality. We need those things to build the world tho, it's important to see something familiar instead of just white boxes.
But honestly, if you like our concept art, you normally can expect to like the game art, cause we transfer it to the game pretty close to the drawings.
Let us check a couple of tiny examples I have at hand.
So this is the concept
This is the current implementation. This one, I'd say is about 50% of the final cut. I like it pretty much already, but not all props are done yet and not the final lightning and shadows settings are set in. It's basically very empty yet, but we hired extra artists and now progress better and better every day.
For us extra work lies in the fact, that we are showing some part of the world before the post-apocalyptic part, so we need to create both "new" and destructed pieces of the environment. But we are ok with that, we think showing the prologue like this will make storyline stronger.
This is another example.
(this is my private yt channel and videos are unlisted, so you can treat it as small codex exclusive).
Graphics will improve up until release day and even afterward. Really our lead artist
Andrei is a real fan of the isometric and post-apocalyptic theme. You can be sure, his bones will break before he will give up on tuning and tweaking and polishing each and every inch and pixes of this game. So does the rest of us in their respective departments.