You could try and put a very bright white plane behind the wooden planks that fades out when you get close to it using a pixeldepth material node. Put the colours to 1,1,30 for example to get that cool blue/purple over-exposure. This will not require an overbright sky and is in fact a method used in a lot of games where…
What? No they aren't. World properties has settings for character light environment. You can change direct and indirect brightness and contrast and other things there. So? There are holes between the wall planks, light comes in, hits the ground and bounces around. BAM, there's your indirect lighting for the indoors. You…