Art Assets

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.

Click any image to open it full-size. See the 3D asset pipeline for how future assets might get made from these.

Environment mood art

Reference infographics

Life Carriers, and two images that need a decision

Pod and tech

Console (pod interior)

Added 2026-09-22 — fills the pod-interior gap in the "needed" backlog below.

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.

Alien Life

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.

Narrative and pitch material

Likely a different or earlier concept pass

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.

ART-08 and ART-09 above (the base camp and native-species anatomy sheets) carry the same flag for a different reason: game_concept_all_systems_red.md records that an "indigenous intelligent species" reveal was proposed, then retracted, then re-reframed more than once. These two may predate that reframing.

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?

Corps outposts

Added 2026-09-22.

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.

On the "File 05" / "File 06" citations

The spec cites concept art that no index previously resolved (re-evaluation-2026-09-16/inventory.md §2):

Needed, not yet created

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.

Pod

ItemSpec groundingCurrent 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.

Environments / biomes

The spec locks seven vertical layers (§3) plus the ocean (§5) and gas-ocean atmospheric behavior (§4). Existing art clusters around one look.

Layer / environmentSpec groundingExisting inspiration
Abyssal Basins40–70+ atm§3 — hottest, densest, largest predatorsART-01/02/03, plausibly — not distinguished from Lowlands yet
Lowlands25–40 atm§3 — primary early-game environment; the vertical slice's leaningSame as above
Uplands10–25 atm§3 — midgame explorationNone
Storm Highlands3–10 atm§3 — lightning increasingly dominantNone
Cloud Interior~1–5 atm§3 — near-zero visibility, violent electrical weatherNone
Cloud Crown<1–2 atm§3 — first diffuse natural illuminationART-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 biomeNone, and low priority per spec
Gas-ocean effects§4 — debris drifts, shockwaves propagate further, explosions read compressed, plumes rise buoyantlyNone — a rendering/VFX direction more than a single image

Production_Plan §1 leans toward one elevation band (a mid-pressure basin) for the vertical slice, so Abyssal Basins/Lowlands is the nearer-term need.

The Corps (§9.2)

ItemSpec groundingCurrent 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.

Proposed folder structure (not applied)

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.