Legal

Credits & licences

Generated from CREDITS.md · do not edit this file by hand

Valdrys is built on the work of a lot of other people. Everything below is used under a licence that permits it, and is credited here because several of those licences require exactly that.

Nothing in this game is extracted from another game's files. Every asset is CC0, CC-BY, or commercially licensed and paid for.

Credits

Art

  • Creature sprites ("Isometric Hero and Creatures", plus the skeleton from the same collection) by Clint Bellanger, licensed CC-BY 3.0. https://opengameart.org/content/isometric-hero-and-creatures — used unmodified apart from in-engine tinting.
  • Player characters ("Isometric Hero and Heroine") by Clint Bellanger, licensed CC-BY 3.0. https://opengameart.org/content/isometric-hero-and-heroine — body/head layers composited in-engine. The mage robe uses FLARE mage garments (mage_vest/skirt/sleeves/hood, same CC-BY set) appended onto the hero/heroine rig and re-tinted, in tools/sprite_pipeline/render_mage_body.py.
  • Trees ("Tree Collection v2.6") by Bleedhttp://remusprites.carbonmade.com/, licensed CC-BY 3.0. https://opengameart.org/content/tree-collection-v26-bleeds-game-art — used unmodified apart from in-engine scaling/tinting. The HD tree set (tree4_NN_R, kinds 3072..3127 — 14 species x 4 rotations) is the same artist's full-resolution renders, baked by tools/sprite_pipeline/pack_hd_trees.py: scaled and re-anchored only. Unlike the HD buildings they carry no colour grade — the artist's foliage colours ship as rendered.
  • Grassland terrain and props ("Updated: Grassland Tileset, stylized") by rubberduck, licensed CC0. https://opengameart.org/content/updated-grassland-tileset-stylized — attribution not required; credited with thanks.
  • Medieval buildings (a timber-framed cottage and a two-story house, four facings each, with baked shadow) by rubberduck, licensed CC0. https://opengameart.org/content/isometric-medieval-buildings — the 128x64 renders trimmed and 0.5-scaled into bld_NN.png via tools/maptiles/extract_buildings.py. Attribution not required; credited with thanks.
  • Trees, palms & foliage (the 3D plant models rendered into the isometric trees3d sprites — chinaberry, Chinese jungle geranium, date palm, fern, Hong Kong orchid, blue jacaranda, autumn/red trees, shrubs, a flowering tree, and the expanded set: black poplar, frangipani, Chinese flame tree, royal poinciana, Norway spruce, Maxwell's Norway spruce, Globosa Colorado blue spruce, common polypody fern, and large-leaved lupine) are "Realistic HD" plant scans by PlantCatalog, licensed CC-BY 4.0. https://sketchfab.com/PlantCatalog — each model is baked to a game sprite (soft cast shadow, iso angle) via tools/sprite_pipeline/render_tree.py + bake_trees_from_glb.py; the source→sprite mapping is tools/sprite_pipeline/ tree_manifest.json. As CC-BY, credit ships with any build. (A small number of the plant sprites may come from other CC-BY authors on Sketchfab; those are being confirmed and will be credited individually.)
  • Ground flowers (the flowers_pack_4 3D models, baked into the isometric ground-flora sprites, decor kinds 29+) by Daniel.Marquez2, licensed CC-BY 4.0. This work is based on "flowers_pack_4" (https://sketchfab.com/3d-models/flowers-pack-4-03301d2082914e46af9867b9cb4c9b57) by Daniel.Marquez2 (https://sketchfab.com/Daniel.Marquez2) licensed under CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/) — each flower is baked to a sprite (soft cast shadow, iso angle) via tools/sprite_pipeline/render_tree.py. Source model + its licence ship in maps/flowers/. As CC-BY, credit ships with any build.
  • Bushes / shrubs (five 3D bush models rendered into the isometric trees3d sprites, slots 31–35) by Nobiax / yughues, licensed CC0. https://opengameart.org/users/yughues — baked (from the .FBX, with a leaf alpha-cutout material) via tools/sprite_pipeline/render_tree.py. Attribution not required; credited with thanks.
  • Camp tents (the two in-world tent decors, client/assets/flare/flobj_01.png = A-frame, flobj_02.png = lean-to with barrels) by rubberduck, licensed CC0. https://opengameart.org/content/isometric-props-and-tents — two cells of the props_2x2 render (tools/sprite_pipeline/tree_glb/aRT/TENT) black-keyed to alpha and trimmed to replace the earlier flat FLARE billboards, so the camp matches the 3D scene. Attribution not required; credited with thanks.
  • Gathering-node art (the three sprites a player harvests; client/assets/ flare/node_wood.png, node_herb.png, node_ore.png). These belong to no tileset and are drawn nowhere else — a gatherable must read as a resource, not as scenery. Baked via tools/sprite_pipeline/bake_nodes.py. - the tree stump (woodcutting) by Mish7913, licensed CC0. https://opengameart.org/content/stump — originally modelled for the author's own game, *Mollie: Lost in the Maze*. Attribution not required; credited with thanks. - the quartz-veined boulder (mining) by Nobiax / yughues, licensed CC0. https://opengameart.org/content/rocks-0 — rock 03 of five, chosen because it is the only one whose mineral veining still reads at 38 px. - the flowering lupine (herbalism) is the same PlantCatalog scan as the scenery lupine above (CC-BY 4.0), rendered separately at node scale.

Not used, and not shipped: tools/sprite_pipeline/Buildings/Herb Object for gathering/woddruff_herb.blend. It is a Blender 2.49 file dated 2010 whose author and licence could not be established on OpenGameArt, Blendswap, Sketchfab, or the Internet Archive. Unknown licence is not public domain, so it stays out of the build until it can be cleared or replaced.

  • Buildings (the stone church and the timber-framed blacksmith, 3D models rendered into the isometric buildings2 sprites, kinds 220–221) by Daniel Andersson (@silveralv), licensed CC0, submitted to OpenGameArt by hreikin. https://opengameart.org/content/medieval-church and https://opengameart.org/content/medieval-blacksmith — "None required, but it would be nice if you could credit Daniel Andersson." Attribution not required; credited with thanks. Baked as single sprites via tools/sprite_pipeline/bake_buildings.py + render_tree.py. Both models texture themselves entirely from Andersson's own CC0 Medieval Props Pack (verified against the image paths embedded in the .blend files), so the baked sprites are CC0 throughout. - Not used, and must not be: tree_glb/aRT/BUILDING MEDIEVAL/medieval_building_tiles.png is a *different* asset — Clint Bellanger's "Medieval Building Tiles" (https://opengameart.org/content/medieval-building-tiles), GPL 2.0 / GPL 3.0 / CC-BY-SA 3.0, no CC0. Neither building blend references it. Anything baked from it inherits copyleft.
  • Creature sprites, v47 — the four 8-direction sheets in client/assets/mobs/, repacked (unused animations dropped, the wyvern downsampled 256→192px) by tools/sprite_pipeline/pack_mob_sheets.py; the pixels are otherwise unmodified. - Wyvern by Clint Bellanger (model and animations) and Justin Nichol (diffuse texture), licensed CC-BY-SA 3.0. https://opengameart.org/content/wyvern-1 (and the elemental skins at https://opengameart.org/content/wyvern-elemental-skins). The submission asks: "please credit us both for the attribution requirement of CC-BY-SA 3.0." Share-alike: client/assets/mobs/wyvern.png, as our derivative, is itself CC-BY-SA 3.0 — the copyleft covers that sprite file, not our game code. - Minotaur by Clint Bellanger, licensed CC-BY 3.0. https://opengameart.org/content/minotaur — no share-alike. - Skeleton knight and skeleton occultist by VWolfdog, built on the Skeleton Warrior model by Clint Bellanger — credit both. https://opengameart.org/content/flare-skeleton-mod-skeletal-knight and https://opengameart.org/content/flare-skeleton-mod-skeletal-occultist. The two sources disagree on the licence. Both OGA pages say CC-BY 3.0, but the .blend each ships embeds Bellanger's own notice for the base model: "Created by Clint Bellanger (C) 2009 … Released under the following licenses: GPL 2 or later, CC-BY-SA 3.0 or later". A derivative of CC-BY-SA cannot be relicensed to plain CC-BY, so we take the stricter reading, which satisfies either: treat these as CC-BY-SA 3.0, credit both authors, and regard client/assets/mobs/skeleton_knight.png and skeleton_occultist.png as share-alike derivative art files.
  • Creature sprites, v120/v121 — eight 8-direction sheets in client/assets/mobs/ (fire_ant.png, ice_ant.png, antlion.png, cursed_grave.png, skeleton_archer.png, skeleton_mage.png, goblin_elite.png, and ghoul.png from the Flare *zombie* atlas), converted from the Flare game's packed sprite atlases (mod *fantasycore*) by tools/sprite_pipeline/flare_atlas_to_grid.py — frames are re-laid-out into a grid and centered on the FLARE render pivot; the pixels are otherwise unmodified. - Flare enemy art by the Flare team (Clint Bellanger and contributors), licensed CC-BY-SA 3.0. https://github.com/flareteam/flare-game Share-alike: these eight sprite files, as our derivatives, are themselves CC-BY-SA 3.0 — the copyleft covers the sprite files, not our game code. - The v121 elemental wyverns (Ember/Frost/Venom) add NO new art — they reuse the existing wyvern.png (already credited above) with a runtime colour tint. - v124 adds six more sheets through the same converter, all CC-BY-SA 3.0 Flare art, share-alike as derivative sprite files: the four alpha-demo NAMED characters grisbon.png, necromancer.png, scathelocke.png, vesuvvio.png (mod *alpha_demo*, used as bosses), and goblin.png + skeleton.png (mod *fantasycore*) which reskin the two oldest mobs (KIND_MOB, KIND_SKELETON) that previously used Clint Bellanger's CC-BY 3.0 isometric-creatures art. - v162 adds two more through the same converter, both from the Flare mod *empyrean_campaign* and both CC-BY-SA 3.0, share-alike as derivative sprite files: dragon.png (the *wyvern_air_boss*, the largest creature any Flare mod ships — 768px frames, one PNG per animation) and antlion_armored.png. They are the Bloodgrounds' roaming world bosses; the three drake kinds share dragon.png under runtime tints and add no art.
  • 2D isometric buildings (kinds 206..219, client/assets/flare/bld2_NN.png, packed by tools/sprite_pipeline/pack_buildings2.py from one chosen facing of each source). Eight OpenGameArt submissions, three different licences: - Homes (cottage_a, cottage_b) by evo, licensed CC-BY 3.0. https://opengameart.org/content/2d-isometric-homes-part-1 — the submission's attribution notice asks: *"Credit Brian Pressley. Free for commercial and non-commercial projects."* - Old Well, Hut, Medieval Building 02 by Bleed (http://remusprites.carbonmade.com/), licensed CC-BY 3.0. https://opengameart.org/content/old-well-bleeds-game-art, /hut-bleeds-game-art, /medieval-building-02-bleeds-game-art - Isometric Medieval Tavern (CC-BY 4.0 / CC-BY 3.0) and Medieval Cart Prop (CC-BY 4.0) by Bleed. https://opengameart.org/content/isometric-medieval-tavern and /medieval-cart-prop — credited as *"Bleed's Game Art"*. - Simple wBank by Bleed, licensed CC0. https://opengameart.org/content/simple-wbank — attribution not required; credited with thanks. - 6 Isometric buildings (barracks, wooden church, firestation, herbary, signal fire, weaponsmith) by Daniel Stephens (Scribe) for the Unknown Horizons project, licensed CC-BY-SA 3.0. https://opengameart.org/content/6-isometric-buildings and http://www.unknown-horizons.org — the pack's per-model LICENSE.txt files name further contributors who must also be credited: Manthus (church), dauerflucher / Andreas Lis (signal fire), P0ss, Clement Wu, Botanic (barracks), Riidom and Clint Bellanger (weaponsmith forge), and the Blender Foundation (herbary trees). Because this art is share-alike, the derived sprite files bld2_09..14.png are themselves CC-BY-SA 3.0 — the copyleft covers the art derivatives only, not our game code. - A licence conflict, recorded rather than hidden. Bleed's zips ship a License.txt reading *"You may NOT re-sell these assets, even if modified. You may NOT distribute these assets without the Author's permission."* That text appears on none of the OpenGameArt pages, every one of which declares an open Creative Commons grant whose attribution notice is merely *"Credit is Optional but Appreciated"*. A CC-BY grant is irrevocable and expressly permits redistribution, so the source PNGs are committed here under it. We are not lawyers: if this matters to you, read the pages yourself before shipping.
  • HD building sets (kinds 320..456 — the tavern, timbered house, outpost, hovel, well, tower, ship, bridges, cart, cottages and manors), baked at full resolution by tools/sprite_pipeline/repack_tavern_hd.py, repack_timbered.py and pack_hd_buildings.py from the packs in client/NewArt/Buildings (gitignored; the baked sprites ship). Two licences: - Everything except the cottages is by Bleed (http://remusprites.carbonmade.com/), licensed CC-BY 3.0 / 4.0: Isometric Medieval Tavern, Timbered House, old outpost, Simple Hovel, Well, Galata Tower, Black Sail ship, Bridge, Medieval Cart Prop, and the Medieval Building 01/03/04 + Watermill renders. Credited as *"Bleed — remusprites.carbonmade.com"*; the licence-conflict note above applies to these zips too. - The three cottages (cott_00..11, kinds 440..451) come from the isometric_buildings pack, licensed CC-BY-SA 3.0 by its author, who built them from blendswap models by angelus_da (itself derived from dono), yazjack and OliverMH, with grass patches from Spelle's "the grass field" — all CC-BY 3.0 or CC-BY-SA 3.0, plus a CC0 HDRI from Blender Cloud. Because this art is share-alike, the derived sprite files cott_00..11.png are themselves CC-BY-SA 3.0 — the copyleft covers those sprites, not our game code. - The sprites carry a colour grade measured from a reference game's render of the same tavern asset (fit_tavern_reference_grade.py); that is a tone transform of the original art, which the CC licences permit as a derivative, and the attributions above stand unchanged.
  • Isometric terrain tiles ("Unknown Horizons tileset" — grass, beach, shallow/deep water and their transitions) by Daniel Stephens (Scribe) for the Unknown Horizons project. Dual-licensed CC-BY 3.0 / CC-BY-SA 3.0; used under CC-BY 3.0 (not the share-alike option, so no copyleft on our own art). https://opengameart.org/content/unknown-horizons-tileset and https://unknown-horizons.org — used as isometric terrain, re-gridded for our map.
  • Herb / plant variations ("Herb Variations", four sprite sheets) by Hansjörg Malthaner (Varkalandar). Triple-licensed CC-BY 3.0 / CC-BY-SA 3.0 / OGA-BY 3.0; used under CC-BY 3.0 (not share-alike). https://opengameart.org/content/herb-variations — decor foliage / ground plants, sliced in Tiled.
  • Map objects (tents, chest, crates, campfire, anvil, fences, signpost, shrub/tallgrass/plant foliage, flowers, rocks/boulder, pillar, tree — from the FLARE "fantasycore" map-object set, part of the FLARE Empyrean mod) by the Flare team and contributors, licensed CC-BY-SA 3.0. https://flarerpg.org/mods/flare-empyrean/ and https://github.com/flareteam/flare-game — extracted from the shared tileset and re-scaled/trimmed into individual sprites (client/assets/flare/flobj_NN.png, maps/tiles/flobj_NN.png) via tools/maptiles/extract_flare_objects.py. Because this art is share-alike, those extracted sprite files (our derivative of the FLARE art) are themselves licensed CC-BY-SA 3.0 — the copyleft covers the art derivatives only, not our game code.
  • Dungeon / environment tiles (dungeon walls, corners, arches, doors, pillars, statues, thrones, tombs, braziers, torches, chests, crates, bookshelves, tables, stairs, bones, and a glowing teleport circle — from the same FLARE fantasycore and Empyrean tilesets) by the Flare team, licensed CC-BY-SA 3.0. Same sources as above; curated tiles are cropped/trimmed/re-scaled into client/assets/flare/d_<env>_NN.png + maps/tiles/d_<env>_NN.png via tools/maptiles/extract_flare_tileset.py (with flare_contact_sheet.py used to pick tiles). These extracted sprites are likewise CC-BY-SA 3.0 derivatives.
  • NPC character sprites (the high priest, the female peasant, and the blue nobleman, used as our quest-giver Warden Maros, vendor Quartermaster Bexa, and banker Vaultkeeper Vael) from the FLARE "flare-game" / Empyrean character set by the Flare team, licensed CC-BY-SA 3.0. https://github.com/flareteam/flare-game — copied into client/assets/flare/npc_priest.png, npc_merchant.png, and npc_banker.png and drawn front-facing at their idle frame. As share-alike FLARE art, these sprite files are themselves CC-BY-SA 3.0 derivatives (the copyleft covers the art, not our game code). - v164 adds SEVEN more town NPCs from the same CC-BY-SA 3.0 Flare set (mod *fantasycore*, images/npcs + animations/npcs): knight, guild_man, wandering_trader, peasant_man1, peasant_man2, peasant_woman1, peasant_woman2 — converted by tools/sprite_pipeline/flare_npc_to_grid.py into client/assets/flare/npc_knight.png, npc_guildman.png, npc_trader.png, npc_peasant_man.png, npc_peasant_man2.png, npc_peasant_woman.png, npc_peasant_woman2.png. Frames are re-laid-out onto a 128px grid centred on the FLARE render pivot and regraded for daylight (a per-sheet gamma lift plus a saturation push, the same treatment the three sheets above already carry — compare their .orig.png). Share-alike: these seven sprite files, as our derivatives, are themselves CC-BY-SA 3.0.
  • Environment & character sprites (Dungeon Pack 2.3) by Kenney (kenney.nl), licensed CC0. Attribution not required — credited with thanks anyway.
  • Ability, status-effect, item and class-portrait icons ("Fantasy RPG Icons Pack") by CraftPix.net, purchased under the CraftPix commercial license (royalty-free, no attribution required, not redistributable as source art — ships only inside the exported build). https://craftpix.net/file-licenses/ — credited with thanks. Selection and 64px downscale by tools/icon_pipeline/; only the ~120 icons the game uses are in this repo, not the 3.3 GB source pack. This is the sole icon source: it supersedes Shikashi's Fantasy Icons Pack v2, which was removed in full (art and code path) once every ability, effect, item and class had its own icon.
  • UI kit ("RPG & MMO UI 5") by EvilSystem (evilsystem.eu), purchased under the GameDev Market single-tier license (commercial, royalty-free; not redistributable — ships only inside the exported build). https://www.gamedevmarket.net/asset/rpg-and-mmo-ui-5-9913 — HUD chrome, panels, bars, and slot frames, recolored in-engine.

Spell effects (v92)

  • Iso explosion / icicle / teleport-rune sheets by Clint Bellanger, licensed CC-BY 3.0 — the same artist and license as the creature and player sprites above. https://opengameart.org/content/fire-spell-explosion (Fireball/Inferno impact), https://opengameart.org/content/icicle-spell (the freeze spike, 8-direction), https://opengameart.org/content/teleport-rune (Blink). Used unmodified apart from in-engine scaling/tint; .blend sources kept in art/flare_src/ for a later Tarnished-Aether re-render.
  • Freeze crystal sheet by Clint Bellanger, licensed CC-BY 3.0 — same artist/license as above. https://opengameart.org/content/freeze-spell — iso ground crystals that encase a frozen target (v92; replaces the procedural ice cube). Sliced into ice/fire strips; .blend kept local under client/NewArt/freeze/.
  • Nyrthos spell FX (fireball, energy/lightning ball, fire slashes, rain, explosions — the fx/nyrthos/ strips) by Martin Jelinek (jelinek.cz, www.nyrthos.com), licensed CC0 ("completely free to use in whatever project you desire"). https://opengameart.org/content/2d-spell-effects — attribution not required; credited with thanks, and Martin asked to be told what they end up in. Sliced from per-frame folders into single-row strips by hand; a library for every class's abilities, not only the Mage's.
  • Smoke / magic sheets by StumpyStrust, licensed CC0. https://opengameart.org/content/magic-and-smoke-effect — attribution not required; credited with thanks. Only the medium smoke sheet ships (fx/smoke_med.png); the full 2048–4096px source set is kept local.
  • Painterly spell FX (fx/cethiel/, 70 strips — the full library covering every class school: fire, holy light, an angel shield, blood, nature vines, arcane orbs, cosmic/void, water, earth, fire-wrath rings, elemental weapon auras, buff wings, and a melee slash set) by Cethiel, licensed CC0. https://opengameart.org/content/magic-effects — attribution not required; credited with thanks. Packed from Cethiel's per-frame zips into single-row strips; the raw zips are kept local, only the strips ship.

3D model sources (sprite pipeline inputs)

Gathering (nodes + tools) — art/gathering_src/

CC0 / Public Domain, by [Quaternius](https://quaternius.com/). CC0 carries no attribution obligation, so nothing here is required in the in-game credits or on the store page — it is recorded so the next person knows where the geometry came from and that it is unencumbered. Fetched as glTF from Poly Pizza:

The ore VEINS in the world are baked from the two ore_*.glb above (tools/sprite_pipeline/bake_ore_veins.py grafts their crystals into the FLARE rock outcrop), so the gatherable node art carries no attribution obligation either.

CC-BY 4.0 — the tool-in-hand sheets SHIP, so this credit must ship with any build. Two Sketchfab downloads, kept zipped in art/gathering_src/ and read through render_weapon_rig.py (which poses our geometry on the FLARE hand bone). They replaced the Quaternius tools above for the gathering pass: a stone pickaxe and a *battle* axe do not read as a miner's and a woodcutter's kit.

  • "Pickaxe" by beyondmatter, CC-BY 4.0. https://sketchfab.com/3d-models/pickaxe-c6b1b5a8d6fd406084df9ad8bf56a54epickaxe.zip; bakes hero_pickaxe.png + heroine_pickaxe.png. The download is an OBJ with no .mtl, so nothing points Blender at the PBR maps sitting in its own textures/ folder — extract the whole zip and render_weapon_rig.py finds pickaxe_BaseColor.png and binds it. Bake it from the OBJ alone and you get an untextured grey bar.
  • "Sickle_and_Axe (game ready)" by Alissonc_design, CC-BY 4.0. https://sketchfab.com/3d-models/sickle-and--axe-game-ready-f93ba690299e4310ad01e18975590c1esickle-and--axe-game-ready.zip; bakes hero_hatchet.png/hero_sickle.png and the heroine pair. Its FBXs carry the artist's own machine's texture paths, which is why render_weapon_rig.py rebinds the albedo by material name.

Downloaded but NOT shipped — no credit is owed and none is given. Recorded so a later session neither re-downloads them nor credits art that is not in the build. If either is ever baked into a shipping sprite, its line moves up into the block above AND into the in-game credits screen in the same change:

Casters carry a per-class staff (the look is chosen by class, not tier):

  • Gatherable-node art — the mining node (a dark boulder studded with amber ore crystals, trees3d slot 39) is our own original model, built procedurally in tools/sprite_pipeline/build_ore_node.py (a noise-displaced boulder; crystals seated by raycasting its surface so they grow along the normal). No third-party geometry, so it carries no attribution obligation. The wood node reuses the PlantCatalog Norway spruce and the herb node the PlantCatalog large-leaved lupine — both already credited above under CC-BY 4.0.
  • "Stylized Wizard Staff" by TCCDev, licensed CC0 (public domain). https://opengameart.org/content/stylized-wizard-staff — the original mage staff; superseded by the Arcane Staff above but retained in the base magic-weapon sheets. Attribution not required, credited with thanks.

Ranged weapon bag icons (CC-BY 4.0 — credit ships with any build derived from them). The in-hand bow art is FLARE; only the inventory icons are 3D renders:

  • "Bow" by Emm (em666), CC-BY 4.0. https://sketchfab.com/3d-models/bow-72b58b8f45664dc3856f7baa548d7e50 — rendered as the bag icons for the bow / longbow / greatbow (the last with a gold top-tier tint).
  • Sky backdrop & cosmetic FX are our own original procedural art, built in tools/ui/make_fx.py, so they carry no attribution obligation: fx/clouds.png (the map-edge cloudscape — a gradient sky with fractal-noise puffs), fx/light_glow.png, fx/godrays.png, fx/water_caustic.png, fx/butterfly_a.png, fx/butterfly_b.png, and ui/vignette.png. The sky replaced a Freepik photo that had required attribution; the effects replaced files whose provenance was never recorded. Regenerating them as ours closes both.
  • Login backdrop (client/assets/ui/login_bg.png — a moonlit ridge over a conifer forest) is an AI-generated image made by the project owner with Google Gemini (2026-07-10). It is not third-party stock and has no upstream author to credit. - Rights. Google's Gemini terms do not claim ownership of the images you generate and permit commercial use, so it may ship in a paid build. Note that a purely AI-generated image is generally not copyrightable *by* the owner (no human authorship): it can be used freely, but others cannot be stopped from copying it. Not a blocker for a background. - No visible watermark. This image carries no visible Gemini sparkle mark (verified — the four corners hold only forest, stars and embers), so unlike an earlier candidate it needed no cleanup pass. tools/ui/make_login_bg.py still exists to fill a visible mark's footprint should a future drop-in carry one. - Invisible watermark stays. Gemini/Imagen embeds a SynthID watermark in the pixel statistics; it survives cropping and re-encoding, imposes no restriction, and must NOT be stripped — leaving it in is the honest, correct state for the Steam disclosure below. - TODO before launch: tick Steam's AI-content disclosure at submission (Gemini-generated background) and attest to the usage right. The polygon backdrop is still in the code as a fallback — delete login_bg.png and LoginBackdrop rebuilds the scene from scratch.

Audio

  • Combat, death, and UI sounds ("RPG Sound Pack") by artisticdude, licensed CC0. https://opengameart.org/content/rpg-sound-pack — attribution not required; credited with thanks.
  • Foley (RPG Audio: impacts, footsteps, coins) by Kenney (kenney.nl), licensed CC0. Credited with thanks.
  • Background music — five tracks by Kevin MacLeod (incompetech.com), licensed CC-BY 4.0. Attribution is REQUIRED by that licence and must appear in the in-game credits screen and on the Steam page: - *Shadowlands 1 - Horizon* (shadowlands_1_horizon.ogg) — the overworld - *Shadowlands 4 - Breath* (shadowlands_4_breath.ogg) — the dungeon - *Dentaneosuchus Hunt* (dentaneosuchus_hunt.ogg) — the cave - *That Zen Moment* (that_zen_moment.ogg) — title / unmapped maps - *Concentration* (concentration.ogg) — ships, currently unassigned Music by Kevin MacLeod (incompetech.com), licensed under Creative Commons: By Attribution 4.0. https://creativecommons.org/licenses/by/4.0/ (Added late: the commit that brought the music in, 50489eff, said these were "attributed in CREDITS.txt" and they were not — that file holds one line, about grass tiles. Five CC-BY tracks shipped uncredited until this entry.)
  • Gathering sounds (gather_chop, gather_mine, gather_pluck) are our own, synthesized from scratch in tools/audio/make_gather_sfx.py — a woody thock, a metallic ring over gravel, and a leafy tear. No third-party audio, so they carry no attribution obligation.
  • Zone stingers (zone_safe, zone_pvp) — ours, tools/audio/make_zone_sfx.py.
  • Fire spell voices — imported from Freesound, trimmed and levelled by tools/audio/import_freesound.py (the tool records the exact source, licence and edit for each): - *"Fire Magic Spell Sound Effect"* by qubodup (sp_cast_fire), licensed CC0. https://freesound.org/people/qubodup/sounds/159725/ — attribution not required; credited with thanks. - *"Powerful Magic Fireball Impact"* by mikiko850 (sp_hit_fire), licensed CC-BY 4.0. https://freesound.org/people/mikiko850/sounds/848736/ Attribution is REQUIRED by that licence and must also appear in the in-game credits screen and on the Steam page. https://creativecommons.org/licenses/by/4.0/
  • The other spell voices (sp_cast_*, sp_hit_*) — ours, tools/audio/make_spell_sfx.py. One voice per magic school, eight casts and six impacts, built from the shared DSP kit in tools/audio/synth.py. Standard library only, no samples, no third-party audio: our own work, which is a stronger position than CC0 because there is nothing to attribute and nothing to re-source if an upstream page disappears.

Fonts

All fonts below are licensed SIL Open Font License 1.1 — free for commercial use, embedding, and redistribution. Each ships with its full license text alongside it in client/assets/fonts/.

Also bundled, currently unused (kept as alternates for the title face):

  • Playfair Display (PlayfairDisplay.ttf) by Claus Eggers Sørensen. https://fonts.google.com/specimen/Playfair+Display — the closest match to the reference art's combat numerals (old-style figures, high stroke contrast). Tried for the damage numbers and reverted: the wobbling digit heights that make it faithful also make it slower to read mid-fight.
  • Grenze Gotisch (GrenzeGotisch.ttf) by Omnibus-Type.
  • Uncial Antiqua (UncialAntiqua-Regular.ttf) by Astigmatic.
  • MedievalSharp (MedievalSharp-Regular.ttf) by Wojciech Kalinowski.
  • IM Fell English SC (IMFellEnglishSC-Regular.ttf) by Igino Marini.

This file ships with every build; these credits (at minimum the CC-BY attribution) must also appear in the in-game credits screen and the Steam store page when we get there.

Mob art (v68 realistic bestiary)

3D models from Sketchfab, licensed CC-BY 4.0 — free for commercial use, author must be credited. Each was rendered to an 8-direction sprite sheet via tools/sprite_pipeline/render_mob_glb.py; the derived sheets live in client/assets/mobs/. These attributions must appear in the in-game credits screen and the Steam store page.

Capes / cloaks

The back-worn cape overlay (client/assets/flare/cape_alucard.png, client/assets/flare/cape_c2.png) is rendered from CC-BY-4.0 Sketchfab models to an 8-direction sheet via tools/sprite_pipeline/render_cape8.py, then placed per-facing. These attributions must appear in the in-game credits screen and the Steam store page.