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Setting and Locations - Version 2 vs Version 3
Aug 26, 2026, 04:55 AM
Added 3 official screenshots (2026-08-26)
Aug 26, 2026, 05:02 AM
Moved the catacombs screenshot out of the castle section and under confirmed places (2026-08-26)
11Castlevania: Belmont's Curse takes place in Paris in 1499. The city is engulfed in flames as monstrous creatures emerge from the shadows, the moon turns blood red, and Dracula's forces have taken the streets. Konami places the story twenty-three years after the events of Castlevania III: Dracula's Curse. Creative director Emmanuel Nouaille has separately placed it between Curse of Darkness and Castlevania: The Adventure in the series timeline; Konami's own twenty-three-year line is the one printed on its materials.2233Paris was not the original choice. The team first built around Venice and its carnival before dropping the idea, and moved to Paris because it works as a natural theatre for Gothic architecture and puts Notre-Dame Cathedral and Dracula's Castle in the same skyline. That decision is covered on Development History.4455Confirmed Places6677LocationStatusNotesParis, 1499ConfirmedThe whole game. Burning, overrun, and connected as a single map.The docksSeen in the preview buildWhere Rose and Trevor arrive by river and are separated.The streets and districtsSeen in the preview buildSeveral distinct districts, each with its own colour palette. Cracked walls in the street hide secrets.The River SeineConfirmedThe route the Belmonts take into the city.The sewersConfirmedWhere Rose first meets The Fallen. Distinct from the Catacombs.The CatacombsConfirmedSkull-lined, gated behind one large door that needs three boss keys. Blue palette. The preview build ended on opening it.Notre-Dame CathedralConfirmedPlayable. Konami describes scaling its spires. Seen burning in the background of the opening.The rooftopsConfirmedPart of the stated design intent to cross the city from below the streets to the roofs.The prison towerSeen in the preview buildJoan of Arc's arena. A tall tower with a burning roof, climbed non-linearly across drawbridges and unlocked doors. Bright yellow palette.The cemeterySeen in the preview buildThe approach to Medusa: a hole beneath a tree and a giant fountain.Ancient Roman bathsSeen in the preview buildBeneath the cemetery, full of Medusa Heads. Yellow and green palette. An in-game line describes it as a whole world beneath the feet of Paris, overthrown by time and forgotten by dirt.Church gardensSeen in the preview buildGreen palette.Dracula's CastleConfirmed, not yet seenIt emerges during the game rather than standing there from the start. Carmilla waits inside. No previewer reached it.889+910Colour as Navigation10111112Each district is given a distinct palette so players can orient themselves by what a place looks like. It functions as a memory aid in a game with no waypoints, and it is the reason area descriptions in this wiki mention colour at all. The palettes confirmed so far are listed in the table above and on Exploration and Map Structure.121313141415Dracula's Castle15161617The castle is the structural turning point of the game rather than a destination on an existing map. Konami's own commentary asks what will become of Paris when Dracula's castle finally emerges, and Nouaille has said that everything changes once the player reaches it and that the game's structure shifts there. Nobody outside the team has played that part of the game.171818-1919What Is Not Public20202121The map itself has not been published. There is no area list beyond the places above, no connection graph, and no room count. Track titles on the soundtrack suggest places that have not been confirmed, and they are not evidence. Castle layouts and stage lists from earlier games in the series do not apply here.