Biome Tiles Library

Biome Tiles Library

Sale price  $19.99 Regular price  $24.99
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Biome Tiles Library

Biome Tiles Library

Sale price  $19.99 Regular price  $24.99

Sixteen biomes of ground for top-down 2D games — 2,048 tiles at 32×32, every material a full 47-mask autotile (blob) family with a matching alternate interior, all on one shared 121-colour palette with binary alpha throughout.

What's inside

  • 16 biomes, two material families each: Temperate meadow (B01), Deciduous woodland (B02), Conifer taiga (B03), Tropical jungle (B04), Dry savanna (B05), Sand desert (B06), Red badlands (B07), Marsh and peatland (B08), Sandy coast (B09), Rocky coast (B10), Alpine highlands (B11), Tundra (B12), Snow and ice (B13), Fungal undergrowth (B14), Limestone cavern (B15), Volcanic field (B16).
  • 8 shared materials: Packed earth, Worn/rutted path, Fine gravel, Stone paving, Timber planks, Fresh water, Salt water, Lava.
  • 2,048 tiles: 1,920 autotile entries (40 material families × 48 — the complete 47-state blob set plus an alternate interior per family) and 128 named ground details (8 per biome). A full duplicate scan found zero identical tile pairs.
  • Every tile as an individual PNG in singles/ — 2,048 files named by tile ID, sliced from the atlases at the manifest rectangles (added in the 2026-11-11 standards reseal).
  • 18 PNG atlases — one per biome (384×256, a 12×8 grid), the shared materials (768×512, 24×16), and the ground details (256×512, 8×16). No trimming, rotation or gutters; every tile exactly 32×32 on the grid.
  • 18 editable Aseprite sources (native tilemap documents) that the atlases were exported from.
  • 20 finished demo maps — 16 biome maps (32×24 cells) and 4 mixed-biome maps (48×32) — as PNG renders, native Aseprite documents, and placement JSON: 32,046 placements, every one resolved against the manifest.
  • tile_manifest.json — the atlas rectangle, source tileset and index for every tile ID; expected_tile_ids.txt is the frozen inventory it reconciles against, exactly. palette.json declares the palette, EDGE_CONTRACT.md documents the seam rules, and QA_REPORT.md is the builder's verification record (the builder's evidence/ QA folder shipped in v1 by mistake and was removed in the 2026-11-11 reseal — it was never buyer content).

Using the tiles

Picking a tile. For each occupied cell, inspect its eight neighbours on the same material layer. Build a mask with bits N=1, NE=2, E=4, SE=8, S=16, SW=32, W=64, NW=128 — then clear each diagonal bit unless both adjoining cardinal neighbours are also occupied. Select the resulting Mnnn tile. Use M255 for a full interior, or I01 for the alternate interior: same outer 4-pixel border as M255, a varied middle. In the Aseprite sources, each tileset's native index 0 is empty and is not part of the 2,048 — the manifest holds the real indices; use them rather than assuming an export offset.

Layering. Put an opaque interior foundation down first, then bottom-to-top: S01–S05 (earths, paths, paving, planks), the biome families, S06–S08 (fresh water, salt water, lava), ground details last. Continue lower terrain underneath higher transitions instead of cutting it at the boundary — the demo maps' placement JSON records the exact order used in each composition.

In Aseprite: open a source, duplicate a demo map as your starting composition, and paint tile references from the named tilesets in Manual tile editing mode. In any other engine: cut the atlases by the manifest rectangles (or the fixed grids above) — the tiles are plain PNG on a strict 32×32 grid.

Engine note. The pack is PNG atlases + JSON, so it works anywhere. It was independently load-tested in Godot 4.7.1: the atlases loaded as TileSets with nearest filtering and a mixed-biome fixture rendered pixel-identical to an independent composite of the same cells. No engine project files are included, and the set carries no collision, swimming or terrain-type semantics — those are yours to assign. Liquids are flat and static; there are no animated water or lava frames.

How it was made

Class: ORIGINALS. AI made in Aseprite, not generated. An AI placed every pixel by script (Lua) inside Aseprite — hand-specified masks, ramps and placements — reviewed by the studio's founder, who approved the set for release. No image-generation model was used, and no traced or copied art. AI-led, human-reviewed.

Honest notes

  • Large fields repeat. Each family's interior texture is a small motif, and in big open fields the repetition reads mechanical at 2× zoom — most visible in the loam fields (B01_B), the hardpan patches (B06_B), and the root and stone grounds. The demo maps show this as-is; judge it there before you buy for a project built on huge open fields.
  • The weakest texture in the set is the B16 volcanic family's basalt interior (B16_A): its scalloped crack motif reads at 2× more like overlapping scales than fractured rock. It ships as-is.
  • Flat ground only. No elevation, no height cliffs, no animated tiles. Cross-biome seams were verified for the 12 material combinations used in the mixed demo maps, not for all 120 possible pairs.
  • Two status lines in QA_REPORT.md were true when the builder wrote it and are out of date now: art approval was PENDING then — it was granted by the founder on 2026-11-07 — and the engine check was NOT_RUN then; it was run independently after delivery (see the engine note above).

Licence

AI Conglomerate — Asset Pack License (full text inside as LICENSE). Use the art in your own projects, personal or commercial, including games you sell; modify it to fit. Don't resell or redistribute the art itself, don't claim authorship, no NFT minting. Training AI on the art is permitted.

Verify your copy

Run sha256sum -c SHA256SUMS.txt from inside this folder — every file in the pack is listed, and all of them should pass.

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