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

Generated — node scripts/generate-dirt-texture.mjs
Every texture, beside the item it dresses
Sides of the map slab — the block of earth the world sits on.

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

Generated — node scripts/generate-grass-texture.mjs
Road surface at tier 0 — the bare track pilgrims tread at the start. Transparent where tufts survive, so the grass beneath shows through.

Generated — node scripts/generate-road-textures.mjs
Road surface at tier 1 — crushed stone packed into the trail.

Generated — node scripts/generate-road-textures.mjs
Road surface at tier 2 — rounded setts with earth joints.

Generated — node scripts/generate-road-textures.mjs
Road surface at tier 3 — cut slabs laid in offset courses.

Generated — node scripts/generate-road-textures.mjs
Parametric species of medieval Britain
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.
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.
The real game canvas on a generated map. Drag to pan, scroll to zoom, Q and E to rotate, O to cycle outlines.