A downloadable asset pack

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A peat bog you can actually build a level in. 470 tiles, and 376 of them are the joins.

Black tannin water you cannot cross. A mud bank you can. A rotting plank causeway carried straight out over the water, and a sunken ruin on the far side worth walking to.

Verdant 01 gave you a grassland. 04 gave you the coast. This is where the water stops moving.

Why 80% of this pack is transitions

A bog is almost entirely boundaries. Water eating the bank. Weed spreading across the water. Sedge colonising the mud. A causeway crossing all three.

So the pack spends 376 of its 470 tiles on eight complete 47-mask autotile sets — seven of them load-bearing in the sample map. (The eighth joins this bog to Verdant 04 Tidewater’s tidal silt: it ships complete and you do not need Verdant 04 to use it, but it cannot appear in a map built only from this pack’s own materials.) A swamp pack without them is a pile of green squares you cannot join.

Set
Bank → blackwaterThe waterline. The signature edge.
Duckweed → blackwaterThe weed mat spreading over open water.
Sedge → bankThe walkable boundary you will use most.
Sedge → blackwaterReeds straight out of a pool — makes water read as SHALLOW.
Boardwalk → blackwaterThe causeway. Faced, so it stands proud of the water.
Boardwalk → bankWhere the causeway runs up onto dry ground. Faced, with a cast shadow.
Sunken masonry → bankThe ruin. Faced, with a cast shadow.
Bank → tidal siltWhere the bog drains to the river mouth. Composed against Verdant 04's silt and shipped complete — you do not need to own Verdant 04.

And almost every edge in it is soft. Nothing in a bog has an edge anyone cut. Five of the eight sets are organic; the three hard ones are the three somebody built — the boardwalk, twice, and the ruin. That contrast is the whole story of the place.

What else is in it

  • Six ground materials, four variants each — blackwater, duckweed, bog mud, sedge bed, rotting boardwalk, sunken masonry.
  • Animated blackwater — four variants × three frames, sequenced 0,1,2,1 for RPG Maker's water slot, so it does not run backwards once a cycle the way a naive phase advance does.
  • 27 objects, each shipping TWICE — transparent for your ground, and grounded on ours with the contact shadow between the two. Dead tree, moss-hung willow, cypress knees, undercut root arch, stump, fallen log, thorn shrub, toadstools, foxfire fungus, bracket fungus, bone pile, skull, leaning marker stone, cut reeds, fish trap, lantern post, mooring stake, plank stack, pitch bucket, broken handrail, stove-in crate, rotten barrel, lilypad, great lilypad with lotus, cattails, snag, moored punt.
  • A sample map as DATA, not just a picturesample_map_01.json gives you the cell size, the ground grid, and every prop in draw order with its id. The picture is rebuilt from that JSON alone and compared byte-for-byte before either file ships, so you can reconstruct the map in any engine.

Engine-ready import — and exactly what we claim for each

  • RPG Maker MZ — an A2 autotile sheet (the one MZ's own autotile brush paints with), plus B/C object sheets and slot maps. The A2 sheet composes correctly against MZ's own autotile table, parsed out of rmmz_core.js and round-tripped byte-for-byte. MZ is not installed on our build machine, so we do not claim "verified in RPG Maker MZ".
  • Godot 4 — a .tres TileSet, loaded and verified in Godot 4.7.2: every atlas source built, every texture resolved, all 470 tiles present, all 14 multi-cell footprints exact. Scope: headless load and resource inspection — not the editor GUI, not a running game.
  • Tiled — a .tsx per sheet, 13 of them, written to spec and parsed back for well-formedness. Not opened in Tiled — we do not have it, and we will not say otherwise.

Plus the raw material: a PNG per tile, grouped sheets, and tiles.json describing every tile's role, material, sheet slot, tiling mode, autotile mask and animation frame.

What is proven, and what is not

Most packs do not write this down. Here it is exactly.

Machine-proven:

  • Exact grid — every tile exactly 16×16, every sheet an exact multiple. 940 tile records checked.
  • Palette lock — all 1,669,336 opaque pixels inside the declared 65-colour palette. The generator physically refuses to write an undeclared colour.
  • No anti-aliasing — alpha strictly binary across 2,349,056 pixels. No halo, no soft upscale.
  • Autotile completeness376 of 376 mask slots present, checked against an enumerated mask list rather than a typed one. Not 44 of 47. All 47, every set.
  • Proof-render freshness — all 36 shipped 4×4 repetition renders re-tiled in memory and compared to the tiles they sit beside, so a proof cannot drift from its subject.

Measured, but NOT proven — and we will not pretend otherwise:

  • Seams. Every tile's wrap boundary is measured against its own interior, and every 4×4 repetition is rendered and reviewed by eye. That check catches hard edge artefacts about 97% of the time and the commonest subtle defect only about 7%, so we do not claim "mechanically proven seamless". The proof renders ship in proof/repetition/ — look for the grid line yourself.

Licence

Commercial use permitted. Use it in commercial and non-commercial games, on unlimited projects, no royalty, no credit required. Modify it freely. Do not resell the tiles as a tileset.

AI disclosure

Tagged Graphics: AI generated. The tiles are produced programmatically by our own procedural pixel engine — there is no diffusion model and no training dataset anywhere in this pack — but the engine's source was written with AI assistance, and itch requires the tag on asset packs. We would rather over-disclose than have you feel misled. The cover illustration is AI-generated.

Verdant is a series. Same 16px cell, same palette, same engine, so packs mix on one map.

More from CSAF

More tilesets from the same studio:

Everything else we make is at csaf.itch.io.

Purchase

Buy Now$11.99 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $11.99 USD. You will get access to the following files:

verdant-08-mire-tileset-16x16.zip 419 kB
Version 4

Development log

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