version: 1 art_direction: world: "derelict near-future facility, industrial sci-fi horror, invasive wet biomass" agents: "lean covert operators, grounded tactical sci-fi; human, not bulky power armor" enemies: "readable body-horror anatomy, surgically mutated flesh and industrial implants" agents: components: body: [body_sleek] armor: [armor_jacket, armor_vest, armor_plate, armor_shroud] weapon: [weapon_sword, weapon_dagger, weapon_rifle, weapon_shotgun, weapon_pistol, weapon_bow] animations: [idle, walk, attack] release_requires_all_combinations: true enemies: kinds: [shambler, rusher, spitter, brute, lurker] animations: [walk, attack, hit, death] environment: required: - floor_clean - floor_cracked - floor_grate - floor_biomass - wall_industrial - wall_infested - prop_crate - prop_barrel - prop_locker item_icons: required: - item_icon_rifle - item_icon_pistol - item_icon_shotgun - item_icon_smg - item_icon_magnum - item_icon_bow - item_icon_saber - item_icon_knife - item_icon_cleaver - item_icon_jacket - item_icon_vest - item_icon_plate - item_icon_shroud - item_icon_lantern - item_icon_charm - item_icon_spurs - item_icon_bandage - item_icon_stimpack procedural_runtime_exemptions: # These are temporal primitives, not reusable bitmap assets. - bullet_tracer - muzzle_flash - impact_spark - melee_arc - fog_of_war - blood_field - ui_chrome