A downloadable asset pack

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Most tile packs ship a tree. A game where the player harvests needs the tree, the chopped trunk, the stump, the regrowth, and the log that drops. Ship only the tree and you end up drawing the other four yourself, later, in a style that no longer matches.

Every object in this pack ships as a state chain, and every chain ends in the item it yields. 45 props, 12 chains, 106 tile files, at 16×16.

ChainStatesDrops
oakstanding → chopped → stump → regrowthlog
orerich → worked → depletedore
jarintact → cracked → shatteredshards
barrelintact → cracked → shatteredstaves
bushin berry → pickedberries
cropsprouting → growing → ripe → reapedsheaf
gourdyoung vine → ripe → pickedgourd
herbin flower → pickedherb sprigs
hivein honey → robbedhoneycomb
mushroomgrown → pickedmushroom caps
reedstanding → cutreed bundle
stonewhole → cracked → brokencut stone

That structure is enforced when the pack is built, not merely intended: the build fails if any chain has fewer than two states or does not ship exactly one drop, and it refuses to emit a chain map whose ids do not resolve to real tiles.

Every prop ships twice

45 transparent — drop them onto your own terrain. 45 grounded — on our ground, with a contact shadow already between the two. Plus 16 seamless ground fills across 4 materials (cavefloor, marshmud, meadow, path), four seed variants each.

Both forms are needed and neither is padding: a contact shadow has to darken something, and one drawn on transparency reads as a hole punched in your grass. Each shadow's colour is derived from the material it falls on, so the shadow on cave stone is not the shadow on marsh mud recoloured.

The chain map ships as data

tiles.json carries every chain in machine-readable form — each chain's ordered states and its drop, with both the transparent and grounded id for every one — so your game can look up what a state becomes instead of you hard-coding it.

What is in the box

  • 106 individual PNGs, one per tile, plus 3 grouped atlases
  • tiles.json — id, role, sheet slot, tiling mode, chain membership, and the full chain map
  • A sample map — a farm caught mid-harvest, as a picture and as JSON you can rebuild from and then edit
  • 16 repetition proof renders, so you can look for the seam yourself
  • Importers — Godot 4 .tres, Tiled .tsx, RPG Maker MZ object sheets
  • LICENSE.txt — commercial use permitted, no attribution required

What is proven, and what is only measured

These run mechanically on every build:

  • Exact grid — every tile exactly 16×16, every sheet an exact multiple. Proven.
  • Palette lock — every pixel is one of the 74 declared colours. The generator refuses to write an undeclared colour, so this is true by construction rather than by inspection. Proven.
  • No anti-aliasing — alpha is strictly binary. No halo, no soft upscale. Proven.
  • Chain completeness — 12 chains, 33 states, every id resolving to a shipped tile. Proven.
  • Proof-render freshness — every shipped repetition render is re-derived from the tile beside it and compared, so a stale proof is caught rather than sold. Proven.

Seams are measured, not proven, and we would rather say so. Every tile's wrap boundary is measured against its own interior, and every repetition is rendered and reviewed by eye. That check catches hard edge artefacts reliably and is weak against one specific defect, so the rendered field is what we rely on — and those renders ship in the pack so you can check us.

Engines

  • Godot 4 — the shipped .tres was loaded and verified in Godot 4.7.2: a headless load plus resource inspection, with all 106 tiles counted and every atlas region measured against what the manifest declares. Scope of that claim: headless load and resource inspection, not the editor GUI and not a running game.
  • Tiled.tsx files written to spec and parsed back for well-formedness. Not opened in Tiled: we do not have it on the build machine and will not claim a test we did not run.
  • RPG Maker MZ — object-layer sheets at MZ's ×3 scale. This pack declares no autotile sets, so it ships no A2 autotile sheet. The props are stamps and the grounds are plain seamless fills — that is the honest description of what is here.

Series

Verdant #8, extending Verdant Props. Same 16px grid, same palette discipline, same lighting — designed to be mixed with the rest of the series.

Verdant Props · Verdant 07 Interiors · Verdant 01 Overworld · Verdant Complete bundle

AI disclosure

Graphics: generated programmatically. Every tile was produced by original software written by Core Systems Asset Factory, from a hand-authored palette, hand-authored motifs and hand-authored material rules. No diffusion or image-generation model was used, and no third-party artwork is incorporated. Sounds: none. Text and dialog: none.

Purchase

Get this asset pack and 5 more for $19.44 USD
View bundle
Buy Now
On Sale!
70% Off
$11.99 $3.59 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $3.59 USD. You will get access to the following files:

verdant-harvestables-tileset-16x16.zip 126 kB
Version 1.0.1

Development log

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