Hey, I really like how honest you are about both the scope and the delays - that’s something a lot of us can relate to. That mix of locations (forest, graveyard, isolated cabin, later maybe hospital or space station) is basically several separate biomes inside a single product, so the hardest part is probably going to be keeping a consistent style across all of that.
I work on horror environments myself and from experience it helps a lot to treat the first release as a tight core: a polished forest/graveyard combo with a few strong hero assets, and then add the other locations later as clearly labeled themed updates. It makes it easier for devs to understand what they’re actually getting, and it lets you keep quality and pace under control.