Really love how clearly you laid all of this out. There’s something oddly comforting about reading someone else wrestle with timing and scope instead of just smashing the publish button the second the last asset is “kinda done”. I end up in that “ok, basically finished... but also not really” state way too often, so the way you’re framing the delay feels a lot more intentional than just a stumble. In that light, pushing things by a few days really does read like strategy.
I also really like the idea of the forest / graveyard set being the first chunk of the path, with the other locations growing out of it over 2026 instead of everything shouting for attention on day one. With the kind of folder structure you described, it’s easy to picture people just diving in, grabbing what fits their scenes and getting to work without digging through a mess of directories. And the lower pricing during sales sounds like it nudges folks toward experimenting rather than overthinking if it will “pay off”. Hopefully the bundle timing lines up, the algorithm is in a decent mood, and we start seeing these spaces pop up in all sorts of strange little horror projects here and there, instead of only living forever as a “nice collection in the editor”.