Legal
Credits & licences
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
> Written commercial-use confirmation — Bleed (Remos Turcuman), 2026-08-24. > Asked directly by email whether Valdrys, a commercial game, may ship his > sprites. Answered: *"Keep using the sprites as you are, as long as they are > part of a game, even if it's a commercial game. You can't sell/re-sell them > individually, since they are free originally, but part of a game/project, > it's fine. If you want to credit me, the line you're currently using is fine > as is."* Portfolio: remusprites.carbonmade.com. > > This covers every Bleed asset in this file: Tree Collection v2.6 (and the > full-resolution renders of the same trees), Isometric Medieval Tavern, > Timbered House, old outpost, Simple Hovel, Well, Galata > Tower, Black Sail ship, Bridge, Medieval Cart Prop, Medieval > Building 01/02/03/04, Watermill, Hut, Old Well and > Simple wBank. > > The per-asset CC-BY/CC0 licences below already permitted this; the > confirmation is belt-and-braces for the store review, and it pins the two > conditions that matter: the sprites ship inside the game and are never > sold as art on their own, and the existing credit line is the one he wants.
- 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 Bleed — http://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 bytools/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
trees3dsprites — 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_43D 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
trees3dsprites, 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 theprops_2x2render (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
buildings2sprites, kinds 220–221) by Daniel Andersson (@silveralv), licensed CC0, submitted to OpenGameArt byhreikin. 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.pngis 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." Since v221wyvern.pngis converted from the same art as shipped in the Flare game's *fantasycore*wyvernatlas by tools/sprite_pipeline/flare_atlas_to_grid.py (not the OGA repack); the authorship and licence are unchanged. 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.blendeach 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 regardclient/assets/mobs/skeleton_knight.pngandskeleton_occultist.pngas 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, andghoul.pngfrom 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) originally reusedwyvern.pngunder a runtime tint. v221 gives each its own sheet from the Flare *fantasycore* elemental atlases —wyvern_fire.png(*wyvern_fire*),wyvern_frost.png(*wyvern_water*),wyvern_venom.png(*wyvern_air*) — the OGA "wyvern elemental skins" by Clint Bellanger and Justin Nichol, CC-BY-SA 3.0, share-alike as derivative sprite files. v221 also addsskeleton_weak.pngandantlion_small.png(mod *fantasycore*, Flare team, CC-BY-SA 3.0, share-alike) through the same converter. - 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 charactersgrisbon.png,necromancer.png,scathelocke.png,vesuvvio.png(mod *alpha_demo*, used as bosses), andgoblin.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) andantlion_armored.png. They are the Bloodgrounds' roaming world bosses; the three drake kinds sharedragon.pngunder 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 filesbld2_09..14.pngare 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 aLicense.txtreading *"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.pyandpack_hd_buildings.pyfrom the packs inclient/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 filescott_00..11.pngare 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) viatools/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.pngviatools/maptiles/extract_flare_tileset.py(withflare_contact_sheet.pyused 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, andnpc_banker.pngand 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 bytools/sprite_pipeline/flare_npc_to_grid.pyintoclient/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(and two recoloured copies of the knight and the second peasant woman,npc_armorer.png/npc_jeweler.png, for the Armorer and the Jeweler). 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. - v199 adds FOUR more, from a different pack: "FLARE NPCs animated pack 1" by Danimal, Clint Bellanger, Tiziana and Quaternius, licensed CC-BY-SA 3.0. https://opengameart.org/content/flare-npcs-animated-pack-1 — the villagersFemaleOld,MalePeasant4,FemalePeasant4andOldManGrey, converted by the sametools/sprite_pipeline/flare_npc_to_grid.py(its grid-source path) intoclient/assets/flare/npc_fisher.png,npc_farmhand.png,npc_ranger.pngandnpc_waystone.png, and cast as the quest-givers Fisher Delia, Farmhand Bryn, Ranger Ilva and Waystone Keeper Orin. Column 0 of each 8-direction grid, regraded for daylight by the same per-sheet gamma. Share-alike: these four sprite files, as our derivatives, are themselves CC-BY-SA 3.0. - v200 adds a FIFTH from that same pack and under the same terms:FemalePeasants/OldWitch, converted the same way intoclient/assets/flare/npc_keeper.pngand cast as Keeper Wren, the barrow-keeper on the Gorehollow ridge. Share-alike: this sprite file, as our derivative, is itself CC-BY-SA 3.0. - v201 adds a SIXTH, same pack, same terms:OldMan/OldManBrown, converted intoclient/assets/flare/npc_haldric.pngand cast as Haldric Vessel — the apparition, who stands in the world for twenty-two seconds once per character. Share-alike: this sprite file, as our derivative, is itself 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;
.blendsources kept inart/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;
.blendkept local underclient/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:
ore_gold.glb— "Gold ore" — https://poly.pizza/m/i1ic0r7FUIore_crystal.glb— "Mineral" — https://poly.pizza/m/STixpWYaTdtool_pickaxe.glb— "Stone Pickaxe" — https://poly.pizza/m/pvOeJ5EcpWtool_axe.glb— an axe (NOTE: this is a BATTLE axe, not a woodcutting axe — it reads as a weapon in hand and should be replaced with a tool variant)
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-c6b1b5a8d6fd406084df9ad8bf56a54e —
pickaxe.zip; bakeshero_pickaxe.png+heroine_pickaxe.png. The download is an OBJ with no.mtl, so nothing points Blender at the PBR maps sitting in its owntextures/folder — extract the whole zip andrender_weapon_rig.pyfindspickaxe_BaseColor.pngand 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-f93ba690299e4310ad01e18975590c1e —
sickle-and--axe-game-ready.zip; bakeshero_hatchet.png/hero_sickle.pngand the heroine pair. Its FBXs carry the artist's own machine's texture paths, which is whyrender_weapon_rig.pyrebinds 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:
- "Ore and crystals" by leha_pu (CC-BY 4.0),
ore-and-crystals.zip— the ore veins were built from the Quaternius meshes instead. https://sketchfab.com/3d-models/ore-and-crystals-dea7557c1db14b5fad3dd3911063f146 - "Woodpile" by Aparicio Silva 3D (CC-BY 4.0),
woodpile-game-ready-asset.zip— the wood node is FLARE decor (bake_nodes_flare.py), not this model. https://sketchfab.com/3d-models/fcd5d5993be64ca38ef8ae2926574874
Casters carry a per-class staff (the look is chosen by class, not tier):
- Mage — the Arcane Staff is our own original model, built procedurally in
tools/sprite_pipeline/build_arcane_staff.py(a claw crown cradling a self-emissive crystal). No third-party geometry, so it carries no attribution obligation. - Nature Healer — "Staff" by Anatoly Zelensky (afremor), licensed CC-BY 4.0. https://sketchfab.com/3d-models/staff-e92a678397244adfb948042970c1c91f — rendered with a green leaf-glow; credit ships with any build derived from it.
- Holy Healer — "Priestess's Staff" by nrebei2, licensed CC-BY 4.0. https://sketchfab.com/3d-models/priestesss-staff-be8321cf99f84c1db99214cec4cd6f68 — rendered with a celestial gold glow; same credit rule.
- Gatherable-node art — the mining node (a dark boulder studded with amber ore crystals,
trees3dslot 39) is our own original model, built procedurally intools/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, andui/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 is our own drawn scene (
client/scripts/ui/login_backdrop.gd): a sky, moon and stars drawn in code, distant ridges of polygon pines, and a near frame of the same CC-BY 4.0 PlantCatalog tree sprites the world uses (credited above). No attribution obligation beyond PlantCatalog's, already met. - History. From 10 July to 15 September 2026 the build carried an AI-generated photograph (Google Gemini) as a still backdrop behind the drawn trees, disclosed on Steam as the game's only AI-generated content. It was removed on 15 September 2026, before Early Access, and the drawn scene that had always been the fallback is the backdrop again. Nothing in the client or server is AI-generated or calls a model at run time; the Steam content survey is answered accordingly.
Cosmetic staff skins (v207)
The bought staff appearances (sim/cosmetics.go) that carry their OWN model, rendered onto the FLARE hero/heroine rigs at all 8 facings via tools/sprite_pipeline/render_weapon_rig.py, driven by tools/sprite_pipeline/bake_staff_skins.py (run-bake-staffs.bat). Every one is CC-BY 4.0 — attribution required, commercial use allowed — so these credits SHIP: they must appear in the in-game credits screen and on the Steam store page. Sources live in art/<folder>/ and are NOT shipped; only the baked sheets.
Two of the eight downloads are NOT credited here, because their art is not in the build. The Mage-collection staff bakes with its book and amulets attached (the upload is four props in one file) and the DRAFT wand scatters under the rig's mesh fit; both are parked in art/ with a note rather than shipped. A credit for art nobody can see is not generosity, it is a claim that something is in the game which is not — so the entry goes in when the sheet does.
Every author below is taken from the license.txt inside the download, not from the Sketchfab web page. That distinction earned its place: the pages were read first and got two of these wrong — they credited "Hiopt" for what the licence file calls qqqq, and "Necro D Krokodil" for lovibos. CC-BY obliges a *correct* credit, and a wrong name is a breach in the same way a missing one is, so the file shipped inside the archive is the source of truth.
- Staff Of Homa (
hero_staff_homa.png,heroine_staff_homa.png) — this work is based on "[Staff Of Homa](https://sketchfab.com/3d-models/staff-of-homa-a5dd230486624b75978e860e18f94893)" by [qqqq](https://sketchfab.com/Qep_Studio), licensed [CC-BY 4.0](http://creativecommons.org/licenses/by/4.0/). - Stylized Necromancer Staff (
*_staff_necromancer.png) — this work is based on "[Stylized Necromancer Staff](https://sketchfab.com/3d-models/stylized-necromancer-staff-a461e28a3c3745b9b9908aff5fef0753)" by [RoyArcane](https://sketchfab.com/RoyzArcane), licensed [CC-BY 4.0](http://creativecommons.org/licenses/by/4.0/). - Magic Staff (
*_staff_lovibos.png) — this work is based on "[Magic Staff](https://sketchfab.com/3d-models/magic-staff-d24b45b07ec7432cb75a95eeb661b17f)" by [lovibos](https://sketchfab.com/lovibos), licensed [CC-BY 4.0](http://creativecommons.org/licenses/by/4.0/). - Magic staff (
*_staff_evildeer.png) — this work is based on "[Magic staff](https://sketchfab.com/3d-models/magic-staff-b1aae125ff0c467fa4c2b833e3bbb95f)" by [evildeer](https://sketchfab.com/evildeer), licensed [CC-BY 4.0](http://creativecommons.org/licenses/by/4.0/). - Staff (
*_staff_zilbeerman.png) — this work is based on "[Staff](https://sketchfab.com/3d-models/staff-dec1d2ef77fa4ca3ba09dd544ad1940c)" by [zilbeerman](https://sketchfab.com/zilbeerman), licensed [CC-BY 4.0](http://creativecommons.org/licenses/by/4.0/). - Arcane staff of Resonance (
*_staff_resonance.png) — this work is based on "[Arcane staff of Resonance - WOW inspired weapon](https://sketchfab.com/3d-models/arcane-staff-of-resonance-wow-inspired-weapon-b2a8d6386cbd47939acadb94f637872a)" by [Johan Pindeville](https://sketchfab.com/johanpindeville), licensed [CC-BY 4.0](http://creativecommons.org/licenses/by/4.0/). The upload describes itself as "WOW inspired": an original model in that style, which is fine, but if it is ever shown to be a derivative of Blizzard assets no CC licence the uploader applied would cure that, and this is the entry to pull.
Cosmetic bow skins (v207)
The bought bow appearances (sim/cosmetics.go), rendered onto the FLARE hero/heroine rigs at all 8 facings via tools/sprite_pipeline/render_weapon_rig.py, driven by tools/sprite_pipeline/bake_bow_skins.py (run-bake-bows.bat). All CC-BY 4.0 — attribution required, commercial use allowed — so these credits SHIP. Authors are taken from each download's own license.txt, for the reason given in the staff section above. Sources live in art/<folder>/ and are not shipped.
Unlike the staves these keep the colours they were downloaded with; only an exposure lift is applied (gain=, hue-preserving), because the models arrived correct but dark.
- Epic bow (
*_bow_epic.png) — this work is based on "[Epic bow](https://sketchfab.com/3d-models/epic-bow-0b70f6d4f0e64e0cb4c8db4c4b6df1ba)" by Vjekoslav Barić, licensed [CC-BY 4.0](http://creativecommons.org/licenses/by/4.0/).art/bow_epic/ - elf_bow (
*_bow_elf.png) — this work is based on "elf_bow" by [DMI](https://sketchfab.com/lDMI), licensed [CC-BY 4.0](http://creativecommons.org/licenses/by/4.0/).art/bow_elf/ - Elder Crystal Bow [PolyPaint] (
*_bow_elder_crystal.png) — this work is based on "Elder Crystal Bow [PolyPaint]" by [Xillute | Dev](https://sketchfab.com/janchristian), licensed [CC-BY 4.0](http://creativecommons.org/licenses/by/4.0/).art/bow_elder_crystal/
Downloaded but NOT baked — franchise weapon designs. Both uploads are CC-BY, and that licence covers each uploader's own model file; it cannot license away the rights in the design underneath. For a cosmetic sold in a shop that is a takedown risk rather than a bug, so neither is registered and neither is credited here. Parked in art/_not_shippable/ with the reasoning.
- "Amos Bow - Genshin Impact" by Radhlya — Amos' Bow is a miHoYo weapon.
- "Pink Ranger's Bow (Power Rangers)" by NB — Power Rangers is Hasbro's, and the name itself is a trademark.
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 intools/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. - Notification cues (
ui_window_open,ui_toast,ui_whisper,ui_scene— window open, invite/trade knock, whisper chime, cutscene swell) — ours,tools/audio/make_ui_sfx.py. - Quest cues + cooldown tick (
quest_accept,quest_step,quest_complete,cd_soft) — ours,tools/audio/make_quest_sfx.py. One D-major family (accept a note, progress a phrase, completion the chord that resolves it) plus a 90ms muted woodblock for an ability pressed on cooldown. Standard library only, no samples. - 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/
- Arcane spell voices — Freesound, both CC0 (no attribution required; credited with thanks): - *"Magic Spell"* by qubodup (
sp_cast_arcane). https://freesound.org/people/qubodup/sounds/442774/ - *"Magical Hit"* by SailorErick (sp_hit_arcane). https://freesound.org/people/SailorErick/sounds/430769/
- 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 intools/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.
- Combat one-shots, second wave (
gp_*— 18 files: axe/spear/sword melee, punches, arrow impacts and swish, earth/fire/ice/heal magic, an explosion) — from Pixabay, under the Pixabay Content License (free for commercial use, no attribution required; credited with thanks). Hand-picked by playtester Grandpi; trimmed of Pixabay's preview padding and levelled to -16 LUFS on import. Uploaders: YodGuard (the elevenfilm-special-effects-*andgiant-axe/arrow-impactpicks), dennish18 (gp_arrow_wood), freesound_gamestudio (gp_explosion), Universfield (gp_punch_a), floraphonic (gp_punch_d), DJARTMUSIC (gp_arrow_swish), and freesound_community (gp_punch_b,gp_punch_c,gp_arrow_impact_b). Source pages: https://pixabay.com/sound-effects/ (each file's page slug is its original Pixabay title).
- Spell-voice candidates, third wave (16 files in
assets/audio-free/, namedsp_cast_*__2N_px_*,sp_hit_*__2N_px_*,sp_travel__20_px_*and the twosp_stinger__*cinematic hits) — from Pixabay, under the Pixabay Content License (free for commercial use, no attribution required; credited with thanks). Auto-trimmed to the main event and peak-levelled to the synthesized set's targets on import. Uploaders: Dragon-Studio (the six elemental impact/cast picks), YodGuard (fire ×2, healing ×2), Universfield (spell casting, magic surprise), soumages (magic spell), DJARTMUSIC (many arrows flying by), and fronbondi_skegs (the tom hit and riser-to-hit stingers). The folder is gitignored for the same reason the Sonniss one is (the licence forbids redistributing standalone files and this repo is public); masters live in ValdrysAssets/pixabay. Source pages: https://pixabay.com/sound-effects/ (each file's page slug is its original Pixabay title).
- UI / event one-shots, fourth wave (13 files:
sp_dl_levelup_copyc4t,sp_dl_achievement_*,sp_dl_ui_*,sp_dl_menu_chord,sp_dl_notify_two_note,sp_dl_snake_hiss,sp_dl_swoosh,sp_dl_morph_shift) — imported bytools/audio/make_downloaded_sfx.py(mono, trimmed, levelled). Two are CC-BY 4.0 and are credited as their licence requires: - "LevelUp" by copyc4t, licensed CC-BY 4.0. https://freesound.org/people/copyc4t/sounds/141695/ — shipped assp_dl_levelup_copyc4t. - "Fantasy Achievement Unlock - Magical Stinger" by TommasoMotteran, licensed CC-BY 4.0. https://freesound.org/people/tommasomotteran/sounds/859080/ — shipped assp_dl_achievement_stinger. The rest are CC0 (no attribution required; credited with thanks): CogFireStudios (sp_dl_achievement_a,sp_dl_achievement_b,sp_dl_ui_sine_beep,sp_dl_ui_button,sp_dl_ui_app; https://freesound.org/people/cogfirestudios/), SomeUsername0 (sp_dl_menu_chord; https://freesound.org/people/someusername0/sounds/846358/), eqylizer (sp_dl_notify_two_note; https://freesound.org/people/eqylizer/sounds/624598/); and from Pixabay under the Pixabay Content License: Universfield (sp_dl_achievement_unlock) and freesound_community (sp_dl_snake_hiss,sp_dl_swoosh,sp_dl_morph_shift). https://pixabay.com/sound-effects/
- Progression / reward stingers, fifth wave (10 files:
sp_dl_levelup_a,sp_dl_levelup_b,sp_dl_levelup_c,sp_dl_levelup_skill_a,sp_dl_levelup_skill_b,sp_dl_levelup_stinger,sp_dl_quest_complete_yod,sp_dl_success_finish,sp_dl_xp_gain,sp_dl_treasure_found) — imported bytools/audio/make_downloaded_sfx.pyalongside the wave above. All from Pixabay, under the Pixabay Content License (free for commercial use, no attribution required; credited with thanks). Uploaders: Universfield (sp_dl_levelup_a,sp_dl_levelup_b), YodGuard (sp_dl_levelup_c,sp_dl_levelup_skill_a,sp_dl_levelup_skill_b,sp_dl_quest_complete_yod), Coghezzi (sp_dl_levelup_stinger), NoMagician (sp_dl_success_finish), HumorDome (sp_dl_xp_gain) and LIECIO (sp_dl_treasure_found). Source pages: https://pixabay.com/sound-effects/ (each file's page slug is its original Pixabay title).
- Footsteps (10 one-shots,
sp_dl_step_grass_a_1..4,sp_dl_step_grass_c_1..2,sp_dl_step_gravel_1..4) — single strides cut out of running recordings bytools/audio/make_footstep_sfx.py(onset-detected, soft-compressed, levelled; cuts that measured as clicks were dropped, not shipped). All from Pixabay, under the Pixabay Content License (free for commercial use, no attribution required; credited with thanks): evanaeva — *Running footstep on grass* (thegrass_aset); freesound_community — *Running in grass* (thegrass_cset) and *Going on a forest road, gravel and grass* (thegravelset). https://pixabay.com/sound-effects/
- Mob voices, sixth wave (8 files:
sp_dl_mob_death_grunt,sp_dl_mob_death_male,sp_dl_mob_roar_deep,sp_dl_mob_insect,sp_dl_mob_cave,sp_dl_mob_growl,sp_dl_mob_slime,sp_dl_mob_attack) — death cries and attack roars for the spawn editor's per-kind picks, imported bytools/audio/make_downloaded_sfx.py. All from Pixabay, under the Pixabay Content License (free for commercial use, no attribution required; credited with thanks). Uploaders: 666HeroHero (sp_dl_mob_death_grunt), vinodadora (sp_dl_mob_death_male), Dragon-Studio (sp_dl_mob_roar_deep), YodGuard (sp_dl_mob_insect), Alex_Jauk (sp_dl_mob_growl) and freesound_community (sp_dl_mob_cave,sp_dl_mob_slime,sp_dl_mob_attack). https://pixabay.com/sound-effects/
Music (Pixabay wave, v201)
- Fifteen tracks in
assets/music-free/— from Pixabay, under the Pixabay Content License (free for commercial use, no attribution required; credited with thanks). Converted to looping Ogg Vorbis on import; the folder is gitignored (the licence forbids redistributing standalone files); masters live in ValdrysAssets/pixabay. By uploader: - sweetfinger — *Horror Ambient* (horror.ogg) — the Ossuary dungeon - LIECIO — *Dark Ambient Drone* (dread_drone.ogg) — the Hollow Deep cave - Siarhei_Korbut — *Dark Ambient Gaming Short* (dread_short.ogg) - Sharvarion — *Dark Ambient Background Music* (dread_deep.ogg) — the Bloodgrounds - Tomas_Herudek — *Building Thriller Tension & Clocks* (tension.ogg) - DIMMYSAD — *Jungle Waves (drum & bass)* (warbeat.ogg) — the warband wings - MusiNova — *Hyper Garden Jungle Breakbeat* (hypedrum.ogg) — the arena - Camila_Noir — *Lofi Gaming Mood Chill Beats* (lofi.ogg) — the Delve - PRIPAC — *Relaxing Vibes for Gaming Focus* (calm_focus.ogg) and *Smooth Gaming Atmosphere* (calm_air.ogg) - AdamKlimt — *Promised Ambience* (promise.ogg) - SlicedCorpse — *Retrowave Ambient Dreamwave v2* (dreamwave.ogg) - KONTRAA — *Monk Synthwave Music* (synthmonk.ogg) - MondaMusic — *Game Game Music* (gametune.ogg) - Turning_Pages — *Tavern Vibe* (tavern.ogg) Source: https://pixabay.com/music/ (each file's page slug is its original Pixabay title).
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/.
- Bowlby One (BowlbyOne.ttf) by Vernon Adams. https://fonts.google.com/specimen/Bowlby+One — the floating combat numbers.
- Cinzel Decorative (CinzelDecorative-Bold.ttf) by Natanael Gama. https://fonts.google.com/specimen/Cinzel+Decorative — the VALDRYS wordmark and any title at 40px or larger, and (since 17 September 2026) the section headings drawn for the Steam description by
tools/art/make_store_headers.py. That is the wordmark IN THE GAME: typeset text. The VALDRYS wordmark used on the website, the store page and the trailer is a generated marketing image (Midjourney, September 2026) — it replaced an earlier generated lockup (Google Gemini) on 17 September 2026. It ships in no build and is not player-consumed content. A typeset alternative exists intools/make_wordmark.pyshould that change. - Marcellus SC (MarcellusSC-Regular.ttf) by Brian J. Bonislawsky (Astigmatic). https://fonts.google.com/specimen/Marcellus+SC — window titles, section headers, and every label from 16px up.
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.
On the website
The site self-hosts its own two faces, in site/assets/fonts/, each beside its full licence text. Both are variable fonts, subset to Latin and clipped to weights 400-700 by tools/build_webfonts.py; the unmodified source TTFs are kept in tools/fonts-src/. The OFL permits subsetting and requires the licence travel with the font, which is what the -OFL.txt files beside them are for.
- Cinzel (Cinzel.woff2) by Natanael Gama. https://fonts.google.com/specimen/Cinzel — every piece of site chrome: headings, eyebrows, navigation, buttons and captions. The text companion to the wordmark's Cinzel Decorative, by the same designer.
- Inter (Inter.woff2) by Rasmus Andersson. https://fonts.google.com/specimen/Inter — running text on every page.
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.
Take the original format (FBX) download, not the glTF one. Sketchfab auto-converts glTF and for two of the models below that conversion arrives BROKEN — meshes spanning 200 and 70,000 units at rest, before a single frame of animation, where the FBX of the same model imports clean. It does not read as a bad download; it reads as a bad pipeline, and it cost an afternoon once.
- Troll (troll.png) — "Troll" by SJunior3d. https://sketchfab.com/3d-models/bceb1cb47186457c8571a23e6aff1b8e
- Goblin grunt (goblin_grunt.png) — "Goblin Animations" by codywellman. https://sketchfab.com/3d-models/b9705b05dd6c47b29ec943bc096cbf3a
- Zombie (zombie.png) — "Zombie Warrior" by Aleksandr. https://sketchfab.com/3d-models/2457028ac0ca4214bd1f5dc3b9d11129
- Nightmare (nightmare.png) — "Nightmare Creature #1" by Mr.Prizz. https://sketchfab.com/3d-models/9fb509d207d744babeb5d87a486f7de1
- Skeleton dragon (skeleton_dragon.png AND bone_tyrant.png) — "Skeleton Dragon" by LivindorCreation. https://sketchfab.com/3d-models/0ae92a30d2c242069acd61ed432f6c32 Two sheets from the one model, so one attribution covers both: the camp dragon and, at v202, Sarkoth the Bone Tyrant — a second bake of the same geometry at world-boss framing, with the stance and hit clips the first bake picked wrongly.
- Moor Tyrant (moor_tyrant.png) — "Troll" by Timsblends. https://sketchfab.com/3d-models/troll-59e679e0da5c4906935b8841aefe6dc0 Grukmar, the scheduled world boss of the Gorehollow (v202). The author gives the model away as a portfolio piece and asks to be credited and to be told the name of the project it appears in — so: Valdrys, and if anyone is doing the telling it should be a person rather than a commit message.
- Dread Stallion (dread_stallion.png) — "Four Legged Predator" by Timsblends. https://sketchfab.com/3d-models/four-legged-predator-7f68f9daa698433299092bfecaae4e9e Kholvar, the scheduled world boss of the Bloodgrounds (v202). Same author and the same request as the troll above.
- Possessed (possessed.png) — "Possessed undead" by giantSwing. https://sketchfab.com/3d-models/possessed-undead-7394bdf26d664810b42b83153411cf74
- Shore crab (crab.png) — "Stylized Crab 3D Model (Free Download)" by AnimalMesh 3D (@AnimalMesh3D), licensed CC-BY 4.0. https://sketchfab.com/3d-models/stylized-crab-3d-model-free-download-8224bb6b969d460bba7704c5e5530821
- Pig (pig.png) — "Stylized Pig 3D Model (Free Download)" by AnimalMesh 3D (@AnimalMesh3D), licensed CC-BY 4.0. https://sketchfab.com/3d-models/stylized-pig-3d-model-free-download-64ff2d261de449ceb3ab29d2af4ab55b
- Rat (rat.png) — "Stylized Rat 3D Model (Free Download)" by AnimalMesh 3D (@AnimalMesh3D), licensed CC-BY 4.0. https://sketchfab.com/3d-models/stylized-rat-3d-model-free-download-d0ea5e78c5064192a685020a1520d46b
- Snake / cobra (snake.png) — "Stylized Snake 3D Model (Free Download)" by AnimalMesh 3D (@AnimalMesh3D), licensed CC-BY 4.0. https://sketchfab.com/3d-models/stylized-snake-3d-model-free-download-f5d93d4433734d04bcee467d793a175a (Walk/attack/idle animations authored by us in tools/sprite_pipeline/render_animal.py.)
- King cobra (king_cobra.png) — "King cobra" by Alexey (@lexazaixa25), licensed CC-BY 4.0. Fifteen clips shipped as one FBX per animation, folded into a single GLB by tools/sprite_pipeline/merge_fbx_anims.py. https://sketchfab.com/3d-models/king-cobra-4b2b55598afd46f8b17d5b895e9a99d7
- Rhino beetle (rhino_beetle.png) — "A Rhino beetle" by aaadragon, licensed CC-BY 4.0 (the author describes it as a replica of a scan by @Rigsters, remodelled in Blender). https://sketchfab.com/3d-models/a-rhino-beetle-83b3e7f2c3d84678a06d68d360efac50
- Hornet (hornet.png) — "Flying Hornet" by Damco (flight animation), built on "Hornet" by misfit410 (model), both licensed CC-BY 4.0 — credit both. https://sketchfab.com/3d-models/flying-hornet-49d47ed316c24567953223fbc4d1700e https://sketchfab.com/3d-models/hornet-ae23d847297c4a61b342dfe74ebf6152
- Demon dragon (demon_dragon.png) — "Demon Dragon Full Texture" by endlessvoidmc, licensed CC-BY 4.0. Baked airborne from its flying and idle clips. https://sketchfab.com/3d-models/demon-dragon-full-texture-19035a72cdcb4abfa2c161de32823e6b
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.
- Alucard's cape (cape_alucard.png) — based on "[3k special] Alucard's cape" by photon (that one larry), licensed CC-BY 4.0. https://sketchfab.com/3d-models/3k-special-alucards-cape-30f7e0dd96bc44d79217b29fb47324ea
- Cape (cape_c2.png) — based on "Cape" by That one larry, licensed CC-BY 4.0. https://sketchfab.com/3d-models/cape-b9efc9d1f1234564b7d5afd20ef76ffc
- Crossbow (hero_crossbow.png, heroine_crossbow.png) — this work is based on "[Medieval crosbow](https://sketchfab.com/3d-models/medieval-crosbow-0368b8111f5e4731beb025cd625b48a2)" by [Cyril43](https://sketchfab.com/Cyril43), licensed [CC-BY 4.0](http://creativecommons.org/licenses/by/4.0/) — rendered onto the FLARE hero/heroine rig at all 8 facings via
tools/sprite_pipeline/render_weapon_rig.py(the level crossbow mount).
