← Assets

TEXTURES

Every texture, beside the item it dresses

Dirt Cliff

Sides of the map slab — the block of earth the world sits on.

Texture
Dirt Cliff texture
In game

Generated — node scripts/generate-dirt-texture.mjs

Sward

Tops of clear-land tiles, under the forest floor, and under every road tile — showing through wherever the surface is thin, worn away, or reclaimed.

Texture
Sward texture
In game

Generated — node scripts/generate-grass-texture.mjs

Trodden trail

Road surface at tier 0 — the bare track pilgrims tread at the start. Transparent where tufts survive, so the grass beneath shows through.

Texture
Trodden trail texture
In game

Generated — node scripts/generate-road-textures.mjs

Gravel road

Road surface at tier 1 — crushed stone packed into the trail.

Texture
Gravel road texture
In game

Generated — node scripts/generate-road-textures.mjs

Cobbled road

Road surface at tier 2 — rounded setts with earth joints.

Texture
Cobbled road texture
In game

Generated — node scripts/generate-road-textures.mjs

Flagstone way

Road surface at tier 3 — cut slabs laid in offset courses.

Texture
Flagstone way texture
In game

Generated — node scripts/generate-road-textures.mjs

TREES

Parametric species of medieval Britain

Species

Each tree samples its trunk, crown and branch count from its species' ranges, so no two are identical and none is out of character.

One of each, left to right: Oak, Beech, Silver birch, Scots pine, Hawthorn, Holly. Pick a species above to see several individuals and tune it.

Variance100%

Variance narrows every range toward its midpoint — 0% makes each species a clone. Tuned values live only on this page; paste the JSON into lib/game/trees/species.ts to keep them.

Forest

The real game canvas on a generated map. Drag to pan, scroll to zoom, Q and E to rotate, O to cycle outlines.

Size