Thanks for the great input since the last post.

What I did this time:
-edited the values of the stairs that they fit in the lighting scenario
-unified the overall backlight values
-worked on the contrasts of the metal parts (they are a lot darker now and should fit in better with the general lighting)
-edited some paerts of the streets and made some more variations (also some with straight cobbles now, to break up the crooked iimpression, but keep it)
-edited some detail stuff at the house
-added some water puddles (new for the style, so I am not to sure about those)
-also seperated the blue from the street and the green from the walls a bit more (hue change of about 30 - it's better now, but still too subtle?)
-changed some details for the paveway grids (have more form now)
-changed the lantern design
-added some newspaper to the street
light stuff (window reflection) and light layer are still missing.
@Mr. Fahrenheit: THe style for the objects was designed in a way to lead the eye clearly through the graphics and make sure what's passable area, what are walls (height differences) and what are objects hindering you to proceed.
However I want to keep outlines for objects, mainly to get the same feeling early animation films have.
@Cels:
Water, yeah thought about this a while ago and forgot to add it. Tested a style for it within the newest version.
The whole horror look is still from very early designs were nothing was straight and all looked more than "Alice in Wonderworld". However I abandoned that idea quite a while ago and going now for a more technical impression. However I think it's nice to keep it a bit more organic here and there - I don't want to be too stiff.
The lighting scenario is constant twilight, the used colors are picked carefully -> see Facet
lantern -> see Lijj
@Lijj:
The time in the game is 1920-1960 now. Means there won't be any steam technology around any more, aside in museums and some steampunkish architectural parts which survived.
However the city has a bright history, so it had a gothic era, a steampunk era and now it's Dieselpunk era (otto-motors and electricity yay). So the newest architectonical things (like the metal fences and the hydrants) have different style aesthetics than the medieval architecture of the core-part of the city which is illustrated in the mockup.
@Facet:
I am just doing what I like and putting in all the stuff I love - so I am trying to create something unique and personal.
I edited the hues for the street/wall seperation a bit more hope that's enough. TOne in grayscale seemed fine to me. If you have a better idea feel free to share.
The basic idea of the look is that it should be like an animated disney movie with watercolor-feeling background, so all objects you can interact with somehow (obstacles, stuff to observe, characters...) will be drawn with outlines.
The main thing is that both characters share complimentary colors - while Gregory is the character who wants to be part of the world as it is, Creya wants to stand out.
Means the world itself should definitely be a oppressive dark place, the only "magic" so to say is light and luminous stuff like water - main thing is that this parts are also should only have cool colors. Creya is the revolutionary character and the troublemaker. Red color will be used for dangerous, exciting and important stuff. Since Greg also had his experiences with fire,an absence of red and warmth is also deeply involved in the lore ideas.
If your ideas are going along with that, sure go on and show me how to solve it better - I will consider it.
I also finally worked on the conversation system which I originally planned for the mockup. I want to animate the typewriter later on, that it actually really writes, but since it#s completely new I wanted to look for feedback first.
Character distance is fine for widescreen? or do they need to be moved closer together?
And yeah, bg is darkened and uses a softness filter. I can live with that - since it adjusts the focus to the most important thing - the characters.

dunno if anyone is interested in the lore, but if one is, here are some more informations.
I think I can give them out now, since the mockup is quite far processed.
Gothic Dieselpunk – Concept Mockup
The paradoxical story of an ex-special task force firemage, who was nearly burned to death, and an ambitious woman who runs a whorehouse in a patriarchal empire.
Sir Gregory McZach:
Imbued with great natural talent, he was one of the top soldiers of the Imperial armed forces a few years prior. He is the lone survivor of an elite task force which was utterly destroyed in a catastrophic mission and seriously wounded Greg, who barely survived the incident. His body was all but destroyed, he lost his left eye, his left arm (including his main casting hand), most of his left leg and third degree burns on the entire left side of his broken body.
Despite his terrible wounds he managed to survive the ordeal and made headlines in all the newspapers. He was knighted and promoted to the rank of general at the age of 32 years, which would have made him the youngest general in the army if not for his immediate forced retirement. The state also showered him with wealth and declared him a war hero.
Despite the honours and newfound wealth, however, Greg fell into a deep depression and became an alcoholic. He felt useless, his life without purpose and he desperatelly wanted nothing more than to become a normal member of society again.
Creya Vanderbühl:
A woman who always swam against the current of society and wanted nothing to do with the popular view of women as baby-factories. She has a flair for the dramatic, she loves publicity and expresses her personality in the most provocative and controversial way. Her favourite saying goes "There is no such thing as bad publicity", and publicity is the tool she will use to conquer the empire with her business.
At 26 years of age she owns her own business called "The Busty Mermaid".This is where she met Gregory, one day he stumbled into her establishment, drunk as usual, and she saw in him an opportunity for more publicity she could ever dream of. The only problem is Greg's highly fluctuating physical condition.
Schreibwerk:
Luthandorius Schreibwerk reformed religion from monotheism back to polytheism several hundred years ago, and his reformation still plays a huge part in daily life and all aspects of society. The current state of the religion is by it's definition humanistic, respectful of all live and nature, which puts it in conflict with the Imperialistic pro-war state.
The "Schreibwerk " company is one of the largest and most influential independent companies of the world and is directly supported by the church. As such the company holds many monopolies in data management, education, the arts, printing and advertisement. Schreibwerk's Logo is the all-seeing eye of Argus, many deities are used in idolistic works of art and industry, like the fire hydrant, designed in honour of Dagon.
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