Finish Start first. This gallery is more useful once your environment is set up and you know what you're looking at it for.
Every image at the project root, and what's still missing. A visual rendering of Art_Asset_Index.md in the repository root — that file is the source of truth; if this page and it ever disagree, the file wins.
No graphics are finalized. Every image below is inspiration and mood reference, not final art, not locked, and not something later work needs to match exactly. A consistent badge means an image doesn't contradict the locked lore in Planet_Spec_Sheet.md — not that it's the confirmed final look of anything. Only text there tagged [Locked] is locked.

Storm-lit valley: bloom-mat/vent-tower growths, a steaming mineral river, lightning-lit peaks behind.
Art/Environment/env 1.png

Same valley type, different angle — vent towers, steam, a lit river under a stormy sky.
Art/Environment/rock env.png

The valley at night, heavier lightning, a wider view of the tower field.
Art/Environment/ea3f1044-166c-4bd8-8469-51fcbd1c7cba.png

Over an unbroken cloud deck at sunset from a vent-tower-lined ridge; eruptions glow on the horizon. Candidate for the spec's "File 06" — see below.
Art/Environment/krag env.png

Above the cloud deck in clear daylight, sun visible, eruptions breaking the cloud surface below. Also a "File 06" candidate.
Art/Environment/mountain env.png

"Planetary Atmosphere" sheet: pressure/temperature profile, gas composition, Earth comparison. Supports spec §2.
Art/Environment/Atmosphere composition.png

"Creature Reference Sheets": 12 creatures — Bloom Runner, Burrowing Harvester, Giant Arthropodoid, Apex Predator, Atmospheric Floater, Aerial Glider, Storm Feeder, Gas-Frond Colony, Vent Tower, Bloom Mat, Marine Filter Colony, Colonial Drifter. The bestiary's visual reference (spec §6.10).
Art/Alien Life/af25219d-fdcb-4de8-81c7-4ff3fb993af0.png

"Planet Environment Reference": a one-page overview of atmosphere, flora, fauna, environmental zones and ecological principles. Broad reference for spec §1–§6.
Art/Environment/6cfb6ec7-106b-4c7d-a69c-8b675e22c717.png

Tall, armored, insectoid-humanoid figures at a hydrothermal pool, one holding a glowing sphere. Supports spec §7.1.
Art/Life Carriers/Life Carrier.png

"Intelligent Species — Base Camp": a settlement infographic for a native arthropodoid people. May predate the current Life-Carriers-in-suits framing — see the flagged section below.
Art/Environment/e13f38b6-a963-43e6-b47f-630e68d9ea28.png

"Indigenous Intelligent Species": an anatomy infographic for a native sapient arthropodoid. Same flag as ART-08.
Art/Environment/conten2t.png

"Midway Reconnaissance Probe MR-7 Seeker": a spherical probe's spec sheet. Format/mood inspiration only — MR-7 is a different, unrelated craft.
Art/Pod/con4tent.png

Hand-drawn, not AI-generated: the pod's exterior damage states, and an interior layout (research, camera, maintenance, chair). A design reference from Winds.
Art/Pod/image.png

Hand-drawn: the pod with two searchlight beams and creature silhouettes at the edge. Matches the locked flash/searchlight perception mechanic (spec §8).
Art/Pod/image_12.png

"Exploration Pod Mech — Cockpit Interior": the spherical exterior opens into a human-scale cockpit with a ~270° rotating pilot chair and three stations. Directly answers the pod-interior gap.
Art/Console/Interior console.png

Hand-drawn: a proximity-warning HUD — a dark viewport showing a creature silhouette, signal waveforms, and physical toggle controls.
Art/Console/interior console 1.png

Hand-drawn: labeled system toggles beside a repair/status wheel and a "Confirm Repair" prompt.
Art/Console/Interior Console 2.png

Hand-drawn: a UI wireframe — an upgrade card ("Improved Walk Cycle"), a training timer, a power warning, and a second small device.
Art/Console/Interior Console 3.png

External reference, not original concept art: a cockpit screenshot from Steel Battalion (Capcom), used for its dense physical-control-panel feel.
Art/Console/Steel batallion game view.webp
External reference, same source as ART-23.
Art/Console/Steel Batallion.jfif

"Exploration Pod Upgrade Sequence": an 8-panel infographic — arrival, docking, module replacement, system integration, pilot sync, test cycle, completion, return to the field — plus upgrade categories and a standard-vs-upgraded cockpit comparison.
Art/Pod/upgrade pod.png
On ART-27: a mechanical upgrade loop (swap modules at an outpost) matching §7's "outpost-processed remnants" path and the pod's Vehicle stage. It doesn't yet depict the arc's later biological stages (Symbiosis, Integration, Environmental adaptation). Pod_Systems_Design.md (added 2026-09-22, [Proposed, exceeds current Locked scope]) formalizes a fuller systems vision extrapolated from the Console/ art, including this piece.
Why this isn't filed under Console: the image shows a console, but its subject is detecting alien life, which is why it's grouped here rather than with ART-19–22. One numbers mismatch worth a glance: the readout shows "1.8 bar" and an N₂/CO₂ breakdown, where the locked spec is 30 atm and CO₂-dominant (§2) — likely an unconnected placeholder HUD value, not a proposed revision.
These three are internally consistent with each other but not with the locked spec, so they're not marked "consistent." They may be an earlier pass, reference material from a different project, or unfinished worldbuilding to reconcile — that's Winds' call, not something the images themselves settle.

"Planet Xerathion — Unknown World": five exploration zones, with the MR-7 probe. Names the planet "Xerathion" and states gravity 1.3g — the spec locks 1.6g (§1) and this planet is unnamed. Reads as underground/cave zones, not the locked surface-and-elevation-band structure (§3).
Art/Environment/env1.png

"Planet Xerathion — Atmospheric Fauna": a 12-creature bestiary. Same Xerathion material as ART-16; none of these names match the locked bestiary (ART-07, spec §6.10) — two parallel creature lists exist unless this one is retired.
Art/Environment/env2.png

An underground golden city — domes, spires, flying fish-like creatures, robed figures, and the MR-7 probe. Tonally far from the "Chemosynthetic Arthropod Age" elsewhere. Could be a Life Carrier installation, or could belong to the Xerathion pass above.
Art/d04cd880-dff6-4e21-8447-faba0080e1e4.png
Suggested resolution. For ART-16/17/18: is "Xerathion" retired reference material, or unfinished worldbuilding to reconcile into the spec? For ART-08/09: do they still depict the current Life-Carriers-in-suits framing, or the retracted native-species version?
Where this fits, and where it's ambiguous. The spec splits Corps outposts into on-planet crash-site fragments of the wrecked mothership (slice-scoped) versus off-world bases on the system's other worlds (backstory). This shows a full, intact, functioning installation — no wreckage — which reads more like the off-world kind, or general Corps branding/architecture reference, than a literal on-planet wreck fragment. Still useful as a materials and mech-design reference either way.
A naming candidate, not yet canon: "TCA — Terran Colonial Authority" is the first proposed name for the spec's unnamed "corp" (§9.2 flags "corp name... not yet set"). Not adopted here — that's Winds' call — but it now has a candidate name and brand language to react to.
The spec cites concept art that no index previously resolved (re-evaluation-2026-09-16/inventory.md §2):
What Winds has asked for that doesn't exist yet, grounded against Planet_Spec_Sheet.md so whoever draws or generates it starts from the right constraints. None of this is finalized either — it's a backlog, not a brief.
A naming note. The spec uses "corps" for two different things: the Life Carrier expeditionary corps (§7.1, the ancient non-human presence) and "the corp" (§9.2, the player's own people's asteroid-mining mega-corporation). "Corps fleet / mothership / outposts" reads as the second one — §9.2 is the section with fleet construction, a generational ship, and outposts.
| Item | Spec grounding | Current status |
|---|---|---|
| Pod interior | §8: hybrid pod/on-foot movement, four-stage integration arc (Vehicle → Symbiosis → Integration → Environmental adaptation), Hull Integrity + Oxygen as the tracked resources. | Filled 2026-09-22 — see the Console section above (ART-19..22). |
| Pod specifics (exterior) | Same §8 arc, plus §7's "integration modules" as the upgrade path. Whatever it looks like at Stage 1 needs room to visibly change through Stage 4. | ART-14 and ART-12 are inspiration/format reference only. Nothing depicts the actual player pod as a finished design. |
The spec locks seven vertical layers (§3) plus the ocean (§5) and gas-ocean atmospheric behavior (§4). Existing art clusters around one look.
| Layer / environment | Spec grounding | Existing inspiration |
|---|---|---|
| Abyssal Basins40–70+ atm | §3 — hottest, densest, largest predators | ART-01/02/03, plausibly — not distinguished from Lowlands yet |
| Lowlands25–40 atm | §3 — primary early-game environment; the vertical slice's leaning | Same as above |
| Uplands10–25 atm | §3 — midgame exploration | None |
| Storm Highlands3–10 atm | §3 — lightning increasingly dominant | None |
| Cloud Interior~1–5 atm | §3 — near-zero visibility, violent electrical weather | None |
| Cloud Crown<1–2 atm | §3 — first diffuse natural illumination | ART-04/05, plausibly — not distinguished from Upper Clear yet |
| Upper Clear<<1 atm | §3 — direct star exposure, transmission territory (win condition) | Same as above |
| Ocean~190 atm at floor | §5 — late-game/optional, explicitly not an early biome | None, and low priority per spec |
| Gas-ocean effects | §4 — debris drifts, shockwaves propagate further, explosions read compressed, plumes rise buoyantly | None — a rendering/VFX direction more than a single image |
| Item | Spec grounding | Current status |
|---|---|---|
| Corps fleet | §9.2: "asteroid collection, planetary mining, fleet construction, and technology development" — preparation for an eventual interstellar voyage. Standard permanent-settlement-class vessels, not one-off arks. | Nothing exists. |
| Corps mothership | §9.2: the crashed vessel is ordinary corp fleet doctrine, "generational" because that's how the corp always builds ships, not a one-of-a-kind ark. Integrated life support, onboard fabrication, a crew large enough to fragment into outposts. | Nothing exists. Decide whether it's needed whole/pre-crash, as the crash-site wreck, or both — the wreck and the outposts may be the same structure at different scales. |
| Corps outposts — on-planet | §7's core loop: deliver to an outpost, the outpost processes it into a system upgrade. Surviving sections of the crashed vessel, cooperative with the player. Production_Plan §1 scopes "one outpost contact loop" as vertical-slice content. | See Corps outposts above (ART-25) — close but not a direct match; it shows an intact installation, not crash wreckage. |
| Corps outposts — off-world | §9.2's recent expansion: surface mining, outposts, bases and engineering facilities on the other three goldilocks worlds. | Nothing exists. Backstory flavor, not a slice location. |
Nothing below has been created. Left undecided on purpose: whether Guanacito wants this structure or a different one, whether working files (PSDs, etc.) belong in the repo given the free LFS quota, and a naming convention for files if they're ever moved.
Art/
Concepts/
environment/ ART-01..05, ART-10 · plus the open layers above
creatures/ ART-07, ART-11
settlements/ ART-08, ART-09 (pending review) · plus corp outposts
pod-and-tech/ ART-12, ART-13, ART-14 · plus the pod work above
corps-fleet/ nothing yet — fleet, mothership
narrative/ ART-15
Archive/ ART-16, ART-17, ART-18 (pending confirmation)
Full detail and change history: Art_Asset_Index.md in the repository root. Last updated 2026-09-22.