Bestiary Codex — Illustrated Creature Pages Your Project Composes (Unity 6)
A downloadable tool
Illustrated creature pages, composed from the stat blocks you already have.
Your bestiary screen is probably a portrait, a name and a wall of numbers. Bestiary Codex takes the
same row of data and composes a page out of it: your own creature sprite mounted on a designed
plate, with a threat rosette whose shape changes with the tier, an elemental rose, a generated
habitat landscape behind the creature, a scale rule with a human figure standing next to it for
comparison, a wax discovery seal, and a strip of trait glyphs chosen from the trait words you
already wrote.
Raise that wyvern from threat 3 to threat 7 and the rosette grows teeth. Move it from the coast to
the ash wastes and the landscape behind it is redrawn. Mark it undiscovered and the whole page is
sealed and redacted. None of that is a re-import — it is a re-read of your data.
That is the thing a pack of beautiful hand-drawn bestiary frames cannot do at any price: the frames
in it do not know your creature table exists, so a single frame has to serve the rat and the god.
Your sprite stays yours
This does not generate the creature. You already have creature art you chose, and it is the part of
the screen your players actually look at. Bestiary Codex generates everything *around* it — the
plate, the furniture, the marks that carry the numbers — and composites your sprite into the middle
at whatever size the creature's size class calls for.
What you get
- 48 hand-authored trait glyphs across eight families — maw, horn, limb, hide, wing, tail, bloom and aura. Six silhouettes each, drawn in code, no atlas anywhere.
- 44 more generated marks that carry the numbers: 10 threat rosettes, 10 elemental roses, 12 habitat bands and 12 discovery seals — 92 distinct generated entities in total.
- A derivation you can read. Every page reports, in plain English, exactly which of your words chose each glyph and which were derived because your data said nothing. A designer who typed a trait name has made a decision and the generator does not overrule it.
- An editor window to page through your catalogue, inspect any creature's derivation, and export a PNG of one page or of the whole catalogue.
- A demo scene with a worked fourteen-creature shelf — open it, press Play, arrow along the wall.
- Full C# source, raw and readable. Three assemblies, all in named `.asmdef`s, no `Resources/` folder, no network calls, no third-party dependencies.
Bring your own data
You almost certainly already have a creature type with fifty fields on it. Do not migrate it. Write
four lines that project it into a `BestiaryEntry` at call time and keep your own type as the source
of truth. There is a `ScriptableObject` catalogue in the box if you would rather start there.
What this is not
It is not a collection or capture system. If you need the plumbing — encounter tracking, capture
rates, party rosters — *Creature Collector & Companion Kit* sells exactly that, in pure C# with no
art, and the two run happily side by side. This is the illustrated half: it draws the page, it does
not manage the collection.
It does not draw your creatures. Bring your own sprites.
Compatibility
- Unity 2022.3 LTS and newer. Built and gated against Unity 6 (6000.5.7f1), warnings-as-errors.
- Every render pipeline — Built-in, URP and HDRP. The art path is a CPU rasteriser writing to a `Texture2D`, so it does not care which pipeline you use.
- Every target platform. The runtime assembly is platform-agnostic and takes no native dependency.
- No dependencies at all — no uGUI requirement, no TextMeshPro, no `Resources/`, no network access at any point.
Documentation
The complete user guide is readable before you buy:
https://github.com/onefreeman1337/csaf-releases/blob/main/docs/bestiary-codex/README.md
From the same workshop
- Provenance Atlas — armoury plates derived from where your equipment came from. https://csaf.itch.io/provenance-atlas
- Synthesis Web — the same derivation idea applied to crafting recipes. https://csaf.itch.io/synthesis-web
- Constellation Atlas — generated star-chart skill trees. https://csaf.itch.io/constellation-atlas
- Boughwright — generated skill-tree node marks. https://csaf.itch.io/boughwright
AI disclosure
The source code and the store imagery were produced with AI assistance, declared truthfully.
No image model touched this product at any point. Every page in every screenshot is a headless
Unity render of the software rasteriser that ships inside the package, from source in this
repository. There is no diffusion model and no network call anywhere in the art path.
| Published | 1 day ago |
| Status | Released |
| Category | Tool |
| Author | CSAF — Core Systems Asset Factory |
| Genre | Role Playing |
| Tags | assets, Generator, Monsters, Procedural Generation, Unity, User Interface (UI) |
| AI Disclosure | AI Assisted, Code, Graphics |
Purchase
In order to download this tool you must purchase it at or above the minimum price of $14.99 USD. You will get access to the following files:








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