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1785394437, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a blood bag on a steel hook with a transfusion tube and needle, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "a_bonenova": { + "cost": 0.062664, + "generated_at": 1785394310, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a radial burst of sharp bone shards erupting from a central skull, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "a_butchersbell": { + "cost": 0.062664, + "generated_at": 1785394559, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a huge rusted slaughterhouse dinner bell with a bone clapper, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "a_cleaverstorm": { + "cost": 0.062648, + "generated_at": 1785394495, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a whirlwind spiral of twelve small orbiting meat cleavers, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "a_gutreroll": { + "cost": 0.062664, + "generated_at": 1785394973, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a loop of intestine twisted into a circular arrow with dice pips, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "a_marrowdraught": { + "cost": 0.062656, + "generated_at": 1785394627, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a frothing tankard of dark marrow with a bone straw, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "a_offalbomb": { + "cost": 0.062664, + "generated_at": 1785394378, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a fused bomb made of packed offal with a lit intestine fuse, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "a_panicroom": { + "cost": 0.062656, + "generated_at": 1785394766, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a small riveted iron bunker door with a spinning lock wheel, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "a_skinnerscoin": { + "cost": 0.062648, + "generated_at": 1785394839, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a gleaming gold coin stamped with a skinning knife, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "a_slaughtertime": { + "cost": 0.062664, + "generated_at": 1785394709, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a cracked hourglass with blood instead of sand, frozen mid-drop, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "ammo": { + "cost": 0.062496, + "generated_at": 1785140099, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. small open rusted ammunition box holding bone-white rounds.", + "quality": "medium", + "size": 32 + }, + "boss_augerprime": { + "cost": 0.062584, + "generated_at": 1785159763, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. colossal industrial auger drill monster, radial spiral boring arms, oxidized copper gearbox hub, directly top-down.", + "quality": "medium", + "size": 128 + }, + "boss_bonesaw": { + "cost": 0.06264, + "generated_at": 1785139168, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. colossal radial bone-saw machine monster, multiple concentric serrated rusted discs, bone hub, one hateful red lens, directly top-down.", + "quality": "medium", + "size": 128 + }, + "boss_flenser": { + "cost": 0.062624, + "generated_at": 1785159558, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. colossal flayed acrobat horror, radial crown of cleaver flails on flensed sinew, no skin, directly top-down.", + "quality": "medium", + "size": 128 + }, + "boss_gorecrown": { + "cost": 0.062592, + "generated_at": 1785139246, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. colossal pulsing heart monarch fused to an iron crown of bone spikes and chains, radial silhouette, directly top-down.", + "quality": "medium", + "size": 128 + }, + "boss_hookchoir": { + "cost": 0.062584, + "generated_at": 1785159631, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. colossal ceiling-rail carousel hub of rusted meat hooks on taut chains, radial spokes, directly top-down.", + "quality": "medium", + "size": 128 + }, + "boss_knifecrawl": { + "cost": 0.062592, + "generated_at": 1785139312, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. colossal spider horror made from fused butcher knives, scalpels and pale flesh, radial blade legs, directly top-down.", + "quality": "medium", + "size": 128 + }, + "boss_platefather": { + "cost": 0.062584, + "generated_at": 1785159698, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. colossal armored slaughter engine plated in four riveted iron shields over raw muscle, radial silhouette, directly top-down.", + "quality": "medium", + "size": 128 + }, + "boss_scald": { + "cost": 0.062624, + "generated_at": 1785159835, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. colossal rendering vat boiler creature, ring of brass scald vents venting steam, tallow crust, radial silhouette, directly top-down.", + "quality": "medium", + "size": 128 + }, + "boss_vealmother": { + "cost": 0.062672, + "generated_at": 1785159487, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. colossal bloated brood sac of translucent veal flesh, ring of pulsing birth orifices, tangled umbilical roots, radial silhouette, directly top-down.", + "quality": "medium", + "size": 128 + }, + "bullet_bone": { + "cost": 0.062472, + "generated_at": 1785139491, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. sharp dirty bone shard projectile pointing right.", + "quality": "medium", + "size": 16 + }, + "bullet_cleaver": { + "cost": 0.062496, + "generated_at": 1785139611, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. small chipped bloodied meat cleaver projectile pointing right.", + "quality": "medium", + "size": 24 + }, + "bullet_eye": { + "cost": 0.062496, + "generated_at": 1785139726, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. small bloodshot tracking eyeball with torn optic nerve.", + "quality": "medium", + "size": 24 + }, + "bullet_gore": { + "cost": 0.062472, + "generated_at": 1785139845, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. small wet glob of dark crimson gore.", + "quality": "medium", + "size": 24 + }, + "bullet_harpoon": { + "cost": 0.062504, + "generated_at": 1785139662, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. long barbed rusted slaughterhouse harpoon pointing right.", + "quality": "medium", + "size": 32 + }, + "bullet_saw": { + "cost": 0.062496, + "generated_at": 1785139555, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. small spinning industrial circular saw projectile with bright steel teeth.", + "quality": "medium", + "size": 24 + }, + "bullet_steam": { + "cost": 0.062584, + "generated_at": 1785159984, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. small pale white curling steam cloud projectile, translucent hot vapor with a golden edge, no container, no metal.", + "quality": "medium", + "size": 24 + }, + "bullet_syringe": { + "cost": 0.062504, + "generated_at": 1785139789, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. small glass syringe projectile filled with toxic green fluid pointing right.", + "quality": "medium", + "size": 24 + }, + "decal_blood1": { + "cost": 0.062568, + "generated_at": 1785140299, + "kind": "decal", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. irregular dark blood pool and droplets viewed directly above. Thin irregular edges; no floor tile beneath it.", + "quality": "medium", + "size": 64 + }, + "decal_blood2": { + "cost": 0.062576, + "generated_at": 1785140352, + "kind": "decal", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. long dragged blood smear with finger trails viewed directly above. Thin irregular edges; no floor tile beneath it.", + "quality": "medium", + "size": 64 + }, + "decal_blood3": { + "cost": 0.062584, + "generated_at": 1785140418, + "kind": "decal", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. wide glossy blood splatter with radial spray viewed directly above. Thin irregular edges; no floor tile beneath it.", + "quality": "medium", + "size": 64 + }, + "decal_blood4": { + "cost": 0.062592, + "generated_at": 1785140472, + "kind": "decal", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. sparse arc of blood droplets and one bone chip viewed directly above. Thin irregular edges; no floor tile beneath it.", + "quality": "medium", + "size": 64 + }, + "door_locked": { + "cost": 0.062816, + "generated_at": 1785331090, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. massive menacing sealed industrial slaughterhouse doorway viewed top-down, interlocking rusted steel jaws clamped over jagged bone teeth, glowing red warning lamps, heavy chains and padlocks, dried blood and gore along the threshold, evil and foreboding.", + "quality": "medium", + "size": 128 + }, + "door_open": { + "cost": 0.06316, + "generated_at": 1785332372, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. very wide open industrial slaughterhouse doorway viewed top-down, a huge clear empty pitch-black rectangular passage in the center that you can walk straight through, thick riveted rusted steel frame and pillars only on the outer left and right edges, glowing crimson accent lamps on the frame, hanging chains and hooks at the sides, worn blood-stained metal threshold, the center opening is completely empty and unobstructed, no teeth, no jaws, evil but clearly an open entrance.", + "quality": "medium", + "size": 128 + }, + "enemy_broodsac": { + "cost": 0.06268, + "generated_at": 1785415165, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. rooted translucent meat womb swollen with small red larvae, stapled birth seams and short umbilical tendrils, heavy stationary silhouette, facing right, directly top-down.", + "quality": "medium", + "size": 64 + }, + "enemy_bulwark": { + "cost": 0.062696, + "generated_at": 1785414976, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. hulking slaughterhouse shield mutant, enormous riveted iron carapace covering its front and exposed red muscle at the rear, broad asymmetric silhouette, facing right, directly top-down.", + "quality": "medium", + "size": 64 + }, + "enemy_censer": { + "cost": 0.062704, + "generated_at": 1785414900, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. floating plague censer creature, rusted brass incense cage fused to a wet lung and dangling butcher chains, leaking toxic green vapor, clear radial silhouette, facing right, directly top-down.", + "quality": "medium", + "size": 64 + }, + "enemy_choirmaster": { + "cost": 0.062656, + "generated_at": 1785415045, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. gaunt support horror with a circular throat organ, several horn-like bone tubes and glowing crimson vocal sacs, commanding pose, facing right, directly top-down.", + "quality": "medium", + "size": 64 + }, + "enemy_exploder": { + "cost": 0.062608, + "generated_at": 1785139104, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. swollen explosive cyst mutant with taut pale skin, glowing red-yellow cracks and embedded blasting cap, facing right, directly top-down.", + "quality": "medium", + "size": 64 + }, + "enemy_flenserling": { + "cost": 0.062672, + "generated_at": 1785415102, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. lean flayed ambusher with hooked scalpel forelimbs, stretched sinew and a long low stalking silhouette, no skin, facing right, directly top-down.", + "quality": "medium", + "size": 64 + }, + "enemy_mini": { + "cost": 0.062728, + "generated_at": 1785330927, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. small vicious blood-red meat grub, glistening raw gore-red flesh, wet crimson skin, tiny hooked bone legs and an oversized ring of teeth, dripping blood, facing right, directly top-down.", + "quality": "medium", + "size": 64 + }, + "enemy_runner": { + "cost": 0.063632, + "generated_at": 1785151822, + "kind": "sprite", + "prompt": "Manual revision: strict zenith top-down necrotic spider-zombie runner, six radial human limbs, exposed spine, facing right.", + "quality": "medium", + "revision": "Replaced side-profile ghoul with overhead spider-zombie runner.", + "size": 64 + }, + "enemy_shambler": { + "cost": 0.062616, + "generated_at": 1785137848, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. stitched cadaver worker made of pale grey flesh, butcher hooks in its back, reaching arms, facing right, directly top-down.", + "quality": "medium", + "size": 64 + }, + "enemy_spitter": { + "cost": 0.062608, + "generated_at": 1785138960, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. bloated infected slaughterhouse mutant with huge toxic bile maw, swollen sacs and drool, facing right, directly top-down.", + "quality": "medium", + "size": 64 + }, + "enemy_splitter": { + "cost": 0.062592, + "generated_at": 1785139402, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. round tumour beast made of fused meat nodules and industrial staples, splitting seams, facing right, directly top-down.", + "quality": "medium", + "size": 64 + }, + "gem_big": { + "cost": 0.06252, + "generated_at": 1785139974, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. large bright toxic-teal data crystal cluster with hard specular edges.", + "quality": "medium", + "size": 32 + }, + "gem_small": { + "cost": 0.062512, + "generated_at": 1785139904, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. small bright cyan-blue data crystal shard with hard specular edge.", + "quality": "medium", + "size": 24 + }, + "heart": { + "cost": 0.062496, + "generated_at": 1785140038, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. glossy anatomical heart pickup with cut arteries and metal staples.", + "quality": "medium", + "size": 32 + }, + "i_abattoirengine": { + "cost": 0.062664, + "generated_at": 1785391057, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a roaring industrial abattoir engine with pressure gauges and meat grinders, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_acidgland": { + "cost": 0.062664, + "generated_at": 1785315455, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a luminous green acid gland restrained by a corroded steel cage, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_backstabber": { + "cost": 0.062648, + "generated_at": 1785143404, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a long knife embedded in a shadowed butcher back silhouette, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_bloatrounds": { + "cost": 0.062648, + "generated_at": 1785315041, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. three grotesquely swollen bone bullets pressing against steel bands, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_blooddebt": { + "cost": 0.06264, + "generated_at": 1785390161, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a parchment contract signed in blood with a heart seal, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_bloodlust": { + "cost": 0.062632, + "generated_at": 1785143717, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a crimson blood drop containing a small screaming face, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_bloodmoat": { + "cost": 0.062656, + "generated_at": 1785389895, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a ring-shaped moat of dark blood with a bone drawbridge, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_bloodshoteye": { + "cost": 0.062688, + "generated_at": 1785315251, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a huge bloodshot eyeball with a brass crosshair bolted around its iris, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_bonemealpowder": { + "cost": 0.062672, + "generated_at": 1785388310, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a small burlap pouch spilling white bone-meal powder and bone chips, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_boneplate": { + "cost": 0.062664, + "generated_at": 1785316111, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a broad overlapping plate made from polished rib bones and iron rivets, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_brassmagazine": { + "cost": 0.062632, + "generated_at": 1785316548, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. an oversized brass ammunition magazine packed with bone rounds, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_butchersoath": { + "cost": 0.062664, + "generated_at": 1785390814, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a blood-soaked butcher cleaver crossed with a black oath scroll, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_butcherstwine": { + "cost": 0.06268, + "generated_at": 1785388415, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a spool of blood-stained butcher twine with a frayed loose end, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_cauterizedveins": { + "cost": 0.062656, + "generated_at": 1785389451, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a forearm cross-section with glowing cauterized orange veins, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_chainsinew": { + "cost": 0.062672, + "generated_at": 1785314912, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a loop of red sinew carrying a bright electric arc between steel hooks, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_chillgland": { + "cost": 0.062672, + "generated_at": 1785387684, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a pale frost-rimed gland with blue ice crystals and a steel staple, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_cindersump": { + "cost": 0.062688, + "generated_at": 1785388471, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a smouldering iron sump grate with orange cinders and green acid drips, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_crimsonmetronome": { + "cost": 0.06268, + "generated_at": 1785390998, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a crimson metronome with a heart-shaped pendulum and blood drips, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_crowbait": { + "cost": 0.06264, + "generated_at": 1785316623, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a black feather bundle tied around a shining skull coin, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_deadmansclock": { + "cost": 0.062624, + "generated_at": 1785315975, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a cracked brass stopwatch containing a tiny skull, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_deadmanswitch": { + "cost": 0.062656, + "generated_at": 1785315763, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a red industrial dead-man switch gripped by a skeletal hand, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_deadweight": { + "cost": 0.062632, + "generated_at": 1785389396, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a heavy iron butcher weight crushing a pale bone, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_dentures": { + "cost": 0.062632, + "generated_at": 1785143261, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. rusted surgical dentures with long bloody fangs, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_emberjar": { + "cost": 0.062656, + "generated_at": 1785315389, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a cracked specimen jar holding a living orange coal and black smoke, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_flayerkiss": { + "cost": 0.062656, + "generated_at": 1785315316, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. two crossed skinning blades wrapped in a strip of fresh hide, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_ghoulheart": { + "cost": 0.062648, + "generated_at": 1785140530, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a grey undead heart repaired with stitches, staples and wire, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_gluttonsgut": { + "cost": 0.06268, + "generated_at": 1785389640, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a distended stomach with a second mouth and spilled half-digested hearts, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_gorecrown": { + "cost": 0.062696, + "generated_at": 1785391117, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a jagged crown of congealed blood and bone spikes radiating a red aura, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_gorgedtick": { + "cost": 0.062664, + "generated_at": 1785388191, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a swollen blood-engorged tick clutching a tiny blue crystal, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_gorgingleech": { + "cost": 0.062664, + "generated_at": 1785316714, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a fat crimson leech engorged around a glowing blue crystal, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_graftedtrigger": { + "cost": 0.062656, + "generated_at": 1785315655, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a gun trigger grafted into a twitching severed finger, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_gristlecord": { + "cost": 0.062664, + "generated_at": 1785387961, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a thick braided gristle cord with steel clasps and dried blood, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_gyroscopicribs": { + "cost": 0.062672, + "generated_at": 1785387791, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a rib cage spun into a gyroscope ring around a spinning bone core, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_hollowbones": { + "cost": 0.062656, + "generated_at": 1785316036, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a lightweight birdlike hollow bone cut open to reveal air chambers, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_hollowchoir": { + "cost": 0.06264, + "generated_at": 1785389524, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a hollow bone pipe organ with three small singing mouths, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_hollowfather": { + "cost": 0.062656, + "generated_at": 1785391238, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a gaunt hollow patriarch figure with three orbiting bone halos, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_hollowneedle": { + "cost": 0.062664, + "generated_at": 1785315173, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. an impossibly fine hollow surgical needle with a jeweled crimson tip, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_hollowpoints": { + "cost": 0.062632, + "generated_at": 1785142679, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a carved bone hollow-point round with metal jacket, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_homingtumor": { + "cost": 0.06264, + "generated_at": 1785143148, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. an irregular purple tumour with one tracking eye and wires, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_hookedsinew": { + "cost": 0.062664, + "generated_at": 1785387734, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a taut red sinew cord pulled around a rusted butcher hook, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_hookrounds": { + "cost": 0.062656, + "generated_at": 1785315519, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a cluster of small barbed hook-shaped cartridges joined by wire, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_hydramaw": { + "cost": 0.062656, + "generated_at": 1785143078, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a round fleshy maw with three concentric rows of teeth, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_ironlung": { + "cost": 0.062664, + "generated_at": 1785390025, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a riveted iron lung with bellows and a steel windpipe, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_ironstomach": { + "cost": 0.062648, + "generated_at": 1785143527, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. an anatomical stomach replaced with riveted iron plating and pipes, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_leadmarrow": { + "cost": 0.062648, + "generated_at": 1785142804, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a sawn bone cross-section packed with dark metallic marrow, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_luckycoin": { + "cost": 0.062656, + "generated_at": 1785143596, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a tarnished brass coin stamped with a skull and blood smear, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_magnetmaw": { + "cost": 0.062664, + "generated_at": 1785143653, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a corroded horseshoe magnet whose ends are toothed jaws, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_marrowglut": { + "cost": 0.062672, + "generated_at": 1785315118, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. an overfilled bowl of dark metallic marrow with a cartridge submerged in it, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_marrowpiston": { + "cost": 0.062648, + "generated_at": 1785387847, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a hydraulic steel piston packed with dark marrow and bone seals, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_meatgrinder": { + "cost": 0.062648, + "generated_at": 1785391463, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. an industrial meat grinder with spinning blades and gore pouring through, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_meathook": { + "cost": 0.062656, + "generated_at": 1785390077, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a huge rusted slaughterhouse meat hook on a taut chain, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_mortarbone": { + "cost": 0.062648, + "generated_at": 1785314975, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a hollow femur packed as a tiny explosive mortar shell, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_orbitalknives": { + "cost": 0.06264, + "generated_at": 1785143201, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. three small butcher knives orbiting a bloody steel hub, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_orbitcrown": { + "cost": 0.062656, + "generated_at": 1785315837, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a rusted crown whose points are tiny orbiting butcher knives, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_painengine": { + "cost": 0.062664, + "generated_at": 1785389771, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a small iron engine with a pressure gauge and a screaming flesh piston, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_piercegaze": { + "cost": 0.06264, + "generated_at": 1785142867, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a bloodshot eye pierced by a long surgical needle, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_renderedfat": { + "cost": 0.062672, + "generated_at": 1785388015, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a folded slab of rendered tallow fat with a crackled browned edge, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_rerollrib": { + "cost": 0.062656, + "generated_at": 1785316778, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a curved rib carved with dice pips and a circular arrow, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_ricochet": { + "cost": 0.062656, + "generated_at": 1785142929, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a bent rib deflecting a bright bullet with one spark, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_rimedfang": { + "cost": 0.062672, + "generated_at": 1785388361, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a long predatory fang crusted with white frost and a steel collar, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_rusteddiadem": { + "cost": 0.062688, + "generated_at": 1785388127, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a corroded iron diadem crown with orbital notches and rust flaking, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_sawbonecoil": { + "cost": 0.062648, + "generated_at": 1785389578, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a coiled spring made of interlocking bone saw teeth, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_scalpel": { + "cost": 0.062648, + "generated_at": 1785136286, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a chipped surgical scalpel with wrapped handle and dried blood, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_secondskin": { + "cost": 0.06264, + "generated_at": 1785390876, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a pale translucent second skin peeling away to reveal muscle, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_secondstomach": { + "cost": 0.06264, + "generated_at": 1785316336, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. two anatomical stomachs joined by surgical tubes and clamps, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_slaughterrhythm": { + "cost": 0.062672, + "generated_at": 1785389695, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a metronome with a pendulum made of a bloody cleaver, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_sledgerounds": { + "cost": 0.062648, + "generated_at": 1785315591, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. one massive blunt iron cartridge with a dented hammer face, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_spinecage": { + "cost": 0.06264, + "generated_at": 1785316264, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a compact rib cage turned outward into defensive bloody spikes, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_spitewell": { + "cost": 0.06264, + "generated_at": 1785316399, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a deep iron cup overflowing upward with angry crimson blood, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_splinterbone": { + "cost": 0.06264, + "generated_at": 1785143462, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a cracked bone exploding into three sharp splinters, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_splitcortex": { + "cost": 0.062664, + "generated_at": 1785387905, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a bisected brain with a clean mirrored split and two wired halves, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_splittongue": { + "cost": 0.06264, + "generated_at": 1785143013, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a severed forked tongue with staples and blood, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_tannedhide": { + "cost": 0.062664, + "generated_at": 1785315908, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a folded sheet of thick scarred leather hide with riveted corners, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_thelastcut": { + "cost": 0.062664, + "generated_at": 1785391298, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a single gleaming cleaver edge with a desperate red gleam, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_thousandteeth": { + "cost": 0.062672, + "generated_at": 1785391179, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a gaping maw with hundreds of tiny sharp teeth in concentric rings, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_thresherplate": { + "cost": 0.062672, + "generated_at": 1785389833, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a spiked iron threshing plate bristling with rotating barbs, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_twinhearts": { + "cost": 0.062632, + "generated_at": 1785316474, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. two small anatomical hearts stitched together side by side, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_twinsidearm": { + "cost": 0.062656, + "generated_at": 1785390938, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. two crossed bone pistols fused at the grip with sinew, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_twitch": { + "cost": 0.062648, + "generated_at": 1785142745, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a bundle of twitching exposed muscle fibres wired to electrodes, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_volatilebile": { + "cost": 0.062648, + "generated_at": 1785143334, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a swollen toxic-green bile sac in a steel restraint cage, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_whipcordtendon": { + "cost": 0.062664, + "generated_at": 1785388069, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a long whip-like tendon cord coiled with a barbed tip, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "i_wormgut": { + "cost": 0.062656, + "generated_at": 1785316182, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a pale medicinal worm coiled inside a stitched length of intestine, isolated inventory object, strong top-left light, no medallion, no icon background.", + "quality": "medium", + "size": 32 + }, + "pedestal": { + "cost": 0.062544, + "generated_at": 1785140173, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. short industrial steel reward pedestal with hydraulic column, top-down, blood and warning stripe.", + "quality": "medium", + "size": 64 + }, + "perk_adrenal": { + "cost": 0.062232, + "generated_at": 1785149018, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. swollen crimson adrenal gland fused to a steel injector, tense veins and one electric spark.", + "quality": "medium", + "size": 64, + "source": "generate_image/openai/gpt-image-2" + }, + "perk_bigheart": { + "cost": 0.062224, + "generated_at": 1785149025, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. absurdly oversized glossy anatomical heart reinforced with steel staples and thick arteries.", + "quality": "medium", + "size": 64, + "source": "generate_image/openai/gpt-image-2" + }, + "perk_bloodrush": { + "cost": 0.062312, + "generated_at": 1785149031, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. pressurized crimson artery loop bursting through a cracked steel valve with a blue crystal in the flow.", + "quality": "medium", + "size": 64, + "source": "generate_image/openai/gpt-image-2" + }, + "perk_boneknit": { + "cost": 0.062504, + "generated_at": 1785314636, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. two broken bones knitting together with red sinew and staples.", + "quality": "medium", + "size": 64 + }, + "perk_carrion": { + "cost": 0.062512, + "generated_at": 1785314783, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a hooked vulture skull sniffing a trail of blue crystals.", + "quality": "medium", + "size": 64 + }, + "perk_critbone": { + "cost": 0.062536, + "generated_at": 1785313934, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a split skull target struck exactly through its glowing weak point by a bone round.", + "quality": "medium", + "size": 64 + }, + "perk_critmeat": { + "cost": 0.062504, + "generated_at": 1785314019, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a frozen anatomical brain held in a precise surgical caliper.", + "quality": "medium", + "size": 64 + }, + "perk_deadeye": { + "cost": 0.062256, + "generated_at": 1785149033, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. huge bloodshot tracking eyeball pierced in perfect alignment by a fast bone projectile.", + "quality": "medium", + "size": 64, + "source": "generate_image/openai/gpt-image-2" + }, + "perk_ember": { + "cost": 0.062504, + "generated_at": 1785314164, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a charred butcher hand clutching a bright industrial ember.", + "quality": "medium", + "size": 64 + }, + "perk_flensing": { + "cost": 0.062512, + "generated_at": 1785314089, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a curved flensing knife peeling one clean strip from bloody hide.", + "quality": "medium", + "size": 64 + }, + "perk_frostbile": { + "cost": 0.062512, + "generated_at": 1785314238, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a toxic bile sac crusted with cyan frost and steel staples.", + "quality": "medium", + "size": 64 + }, + "perk_heavyhand": { + "cost": 0.062504, + "generated_at": 1785314324, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. an enormous clenched butcher fist reinforced with iron knuckles.", + "quality": "medium", + "size": 64 + }, + "perk_longbone": { + "cost": 0.062224, + "generated_at": 1785149024, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. unnaturally elongated sharpened femur reinforced with two rusted steel extension collars.", + "quality": "medium", + "size": 64, + "source": "generate_image/openai/gpt-image-2" + }, + "perk_magnetb": { + "cost": 0.062264, + "generated_at": 1785149027, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. corroded horseshoe electromagnet pulling three toxic-green bile droplets toward its poles.", + "quality": "medium", + "size": 64, + "source": "generate_image/openai/gpt-image-2" + }, + "perk_quick": { + "cost": 0.062224, + "generated_at": 1785149022, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. severed muscular butcher foot and ankle with leather straps and stretched sprinting tendons.", + "quality": "medium", + "size": 64, + "source": "generate_image/openai/gpt-image-2" + }, + "perk_scavenge": { + "cost": 0.062288, + "generated_at": 1785149030, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. snarling pale rat skull with a scrap-metal pack clutching one cartridge and one blue crystal.", + "quality": "medium", + "size": 64, + "source": "generate_image/openai/gpt-image-2" + }, + "perk_scrapfeed": { + "cost": 0.062496, + "generated_at": 1785314569, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a compact ammunition feeder chewing rusted scrap into cartridges.", + "quality": "medium", + "size": 64 + }, + "perk_secondwind": { + "cost": 0.06252, + "generated_at": 1785314493, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a pair of punctured lungs inflating around a steel air valve.", + "quality": "medium", + "size": 64 + }, + "perk_sharpen": { + "cost": 0.062232, + "generated_at": 1785149020, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. chipped butcher cleaver blade dragged across a blood-stained industrial whetstone with one gold spark.", + "quality": "medium", + "size": 64, + "source": "generate_image/openai/gpt-image-2" + }, + "perk_shieldheart": { + "cost": 0.062312, + "generated_at": 1785149028, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. cyan anatomical heart protected behind a compact riveted butcher-steel shield.", + "quality": "medium", + "size": 64, + "source": "generate_image/openai/gpt-image-2" + }, + "perk_sinew": { + "cost": 0.062512, + "generated_at": 1785314841, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a woven braid of taut red tendon reinforced by tiny steel rings.", + "quality": "medium", + "size": 64 + }, + "perk_spiteflesh": { + "cost": 0.062528, + "generated_at": 1785314711, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a bleeding slab of flesh bristling with outward-pointing bone spikes.", + "quality": "medium", + "size": 64 + }, + "perk_thickhide": { + "cost": 0.062504, + "generated_at": 1785314411, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a layered square of scarred hide reinforced with rivets.", + "quality": "medium", + "size": 64 + }, + "player": { + "cost": 0.062856, + "generated_at": 1785151681, + "kind": "sprite", + "postprocess": "Strict top-down head composited permanently at (9,24), shifted left/down over the neck and upper torso; player atlas rebuilt.", + "prompt": "Manual layered-character revision: headless hulking butcher body preserving the existing identity, overhead pose, harness, apron and empty hands.", + "quality": "medium", + "revision": "Separated head from body for independent aim rotation.", + "size": 96 + }, + "player_leg": { + "cost": 0.063536, + "generated_at": 1785244484, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. one single hulking butcher leg matching the attached player hero, seen in strict orthographic plan view from directly above, extending horizontally from a cropped upper-thigh joint at the left to a heavy black industrial leather boot with a steel toe at the right. Thick brown blood-stained work trousers, grime, creases and worn straps, facing RIGHT. One leg only, no second leg, no torso, no loose body parts; a straight readable silhouette designed to be mirrored for the opposite leg and animated around a hip pivot.", + "quality": "medium", + "size": 64 + }, + "player_waist": { + "cost": 0.063696, + "generated_at": 1785244550, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the attached hulking butcher hero's isolated lower-torso attachment piece in strict orthographic plan view directly from above, unmistakably facing RIGHT: a broad compact waist and hip mass wrapped in a thick dark leather butcher belt, stained short apron hem trailing toward the RIGHT, buckles and straps. The left-right body axis must match the attached player whose face and hands point right. In the exact center is a deep near-black circular recessed socket where the missing upper torso attaches. Waist and hips only: no upper torso, chest, head, arms, legs or boots. Compact and readable as the base the torso sits upon.", + "quality": "medium", + "size": 64 + }, + "pt_bile": { + "cost": 0.064344, + "generated_at": 1785239917, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping a brass blunderbuss with a swollen toxic-green bile chamber and corroded nozzle with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_bonepopper": { + "cost": 0.06432, + "generated_at": 1785239545, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping a crude oversized pistol assembled from carved femur, iron bands and bone teeth with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_cauterizer": { + "cost": 0.064336, + "generated_at": 1785240172, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping an absurd industrial flamethrower with gas tank and scorched medical cautery nozzle with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_cleaver": { + "cost": 0.06432, + "generated_at": 1785239785, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping an enormous heavy butcher cleaver with chipped steel, wood handle and old blood with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_eye": { + "cost": 0.064312, + "generated_at": 1785240044, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping a biomechanical ballista built around a huge bloodshot tracking eyeball with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_fleshmasher": { + "cost": 0.06432, + "generated_at": 1785240238, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping a heavy grenade cannon loaded with compacted meat, steel grinder drum and crank with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_guthook": { + "cost": 0.064328, + "generated_at": 1785240101, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping a massive rusted harpoon cannon ending in a barbed slaughterhouse meat hook with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_hemophage": { + "cost": 0.064312, + "generated_at": 1785239984, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping a surgical syringe rifle with glass blood vials, needles and steel tubing with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_marrow": { + "cost": 0.064328, + "generated_at": 1785239715, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping a brutal double-barrel bone shotgun with exposed red marrow and a rusted stock with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_redhand": { + "cost": 0.064344, + "generated_at": 1785240436, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping a giant filthy chainsaw with a red motor housing, long toothed bar and blood spray with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_repeater": { + "cost": 0.064344, + "generated_at": 1785239653, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping a ridiculous rapid-fire gun built from a ribcage, brass feed mechanism and many barrels with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_saw": { + "cost": 0.064336, + "generated_at": 1785239849, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping a grotesque sawblade launcher with a loaded serrated disc, oily motor and sparks with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_spinaltap": { + "cost": 0.064312, + "generated_at": 1785240505, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping a massive energy railgun built around a glowing human spine and electrical coils with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_swarmjar": { + "cost": 0.064344, + "generated_at": 1785240565, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping a grotesque jar launcher with a huge glass maggot tank, steel cap and feeding tubes with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_tenderizer": { + "cost": 0.06432, + "generated_at": 1785240370, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping a comically enormous spiked meat-tenderizer war hammer with hydraulic fittings with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "pt_trapqueen": { + "cost": 0.064312, + "generated_at": 1785240301, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. the same hulking butcher hero's upper body seen directly from above: enormous shoulders, both muscular arms in an alert combat-ready firing stance, tiny head in a white butcher cap, blood-stained apron straps, gripping a bear-trap launcher with huge interlocking bloody teeth and spring mechanisms with both hands, weapon pointing right. Preserve the attached weapon reference's exact weapon silhouette, materials and colors. Turn the butcher's face unmistakably to the RIGHT along the weapon: visible brow, nose, eye line and chin all aim toward its barrel or blade. Brace or shoulder the weapon where appropriate, with bent elbows, trigger hand on the rear grip and support hand under the foregrip. This is a ready-to-fire pose, not a neutral display pose. Upper body only: no legs, no hips, no feet. Center the shoulders while the weapon extends right.", + "quality": "medium", + "size": 128 + }, + "stairs": { + "cost": 0.062552, + "generated_at": 1785140239, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. square industrial stairwell descending into blackness, concrete lip, steel steps, top-down.", + "quality": "medium", + "size": 64 + }, + "tile_floor1": { + "cost": 0.062552, + "generated_at": 1785136111, + "kind": "tile", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. One seamless square top-down game tile, full bleed edge-to-edge. No outer border, no text, no surrounding sheet, no perspective plane. Use only a few large readable features so it remains clear when repeated across a room. Opposite edges must tile. heavy square cracked concrete abattoir slab, broad bevel, one dark fracture and faint old blood stain", + "quality": "medium", + "size": 64 + }, + "tile_floor2": { + "cost": 0.062536, + "generated_at": 1785136893, + "kind": "tile", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. One seamless square top-down game tile, full bleed edge-to-edge. No outer border, no text, no surrounding sheet, no perspective plane. Use only a few large readable features so it remains clear when repeated across a room. Opposite edges must tile. large riveted gunmetal floor plate, six chunky rivets, scratched steel and restrained rust", + "quality": "medium", + "size": 64 + }, + "tile_floor3": { + "cost": 0.06252, + "generated_at": 1785136966, + "kind": "tile", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. One seamless square top-down game tile, full bleed edge-to-edge. No outer border, no text, no surrounding sheet, no perspective plane. Use only a few large readable features so it remains clear when repeated across a room. Opposite edges must tile. large oxidized copper floor plate with broad teal patina streak and worn rust edge", + "quality": "medium", + "size": 64 + }, + "tile_floor4": { + "cost": 0.062496, + "generated_at": 1785137039, + "kind": "tile", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. One seamless square top-down game tile, full bleed edge-to-edge. No outer border, no text, no surrounding sheet, no perspective plane. Use only a few large readable features so it remains clear when repeated across a room. Opposite edges must tile. broken concrete floor slab with one large impact crater and radiating cracks", + "quality": "medium", + "size": 64 + }, + "tile_floor5": { + "cost": 0.062504, + "generated_at": 1785137105, + "kind": "tile", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. One seamless square top-down game tile, full bleed edge-to-edge. No outer border, no text, no surrounding sheet, no perspective plane. Use only a few large readable features so it remains clear when repeated across a room. Opposite edges must tile. industrial steel drainage grate set into dirty concrete, deep black slots and rust", + "quality": "medium", + "size": 64 + }, + "tile_floor6": { + "cost": 0.062544, + "generated_at": 1785137175, + "kind": "tile", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. One seamless square top-down game tile, full bleed edge-to-edge. No outer border, no text, no surrounding sheet, no perspective plane. Use only a few large readable features so it remains clear when repeated across a room. Opposite edges must tile. plain worn abattoir ceramic floor slab, cold grey-green glaze, chipped corners and sparse blood", + "quality": "medium", + "size": 64 + }, + "tile_floor7": { + "cost": 0.062512, + "generated_at": 1785137243, + "kind": "tile", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. One seamless square top-down game tile, full bleed edge-to-edge. No outer border, no text, no surrounding sheet, no perspective plane. Use only a few large readable features so it remains clear when repeated across a room. Opposite edges must tile. steel floor hatch with recessed panel, bolts and a faded yellow-black hazard stripe", + "quality": "medium", + "size": 64 + }, + "tile_floor8": { + "cost": 0.062504, + "generated_at": 1785137323, + "kind": "tile", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. One seamless square top-down game tile, full bleed edge-to-edge. No outer border, no text, no surrounding sheet, no perspective plane. Use only a few large readable features so it remains clear when repeated across a room. Opposite edges must tile. concrete slab invaded by one cluster of dark fleshy veins and bone growth", + "quality": "medium", + "size": 64 + }, + "tile_wall": { + "cost": 0.062552, + "generated_at": 1785137396, + "kind": "tile", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. One seamless square top-down game tile, full bleed edge-to-edge. No outer border, no text, no surrounding sheet, no perspective plane. Use only a few large readable features so it remains clear when repeated across a room. Opposite edges must tile. thick industrial abattoir wall panel, dark gunmetal, rusted beams, pipes and top bevel", + "quality": "medium", + "size": 64 + }, + "tile_wall2": { + "cost": 0.062504, + "generated_at": 1785137475, + "kind": "tile", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. One seamless square top-down game tile, full bleed edge-to-edge. No outer border, no text, no surrounding sheet, no perspective plane. Use only a few large readable features so it remains clear when repeated across a room. Opposite edges must tile. reinforced concrete wall panel with steel edge columns, cracks and old blood run", + "quality": "medium", + "size": 64 + }, + "tile_wall3": { + "cost": 0.06252, + "generated_at": 1785137546, + "kind": "tile", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. One seamless square top-down game tile, full bleed edge-to-edge. No outer border, no text, no surrounding sheet, no perspective plane. Use only a few large readable features so it remains clear when repeated across a room. Opposite edges must tile. oxidized copper wall panel with teal patina, rivets and a recessed conduit", + "quality": "medium", + "size": 64 + }, + "tile_wall4": { + "cost": 0.062504, + "generated_at": 1785137617, + "kind": "tile", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. One seamless square top-down game tile, full bleed edge-to-edge. No outer border, no text, no surrounding sheet, no perspective plane. Use only a few large readable features so it remains clear when repeated across a room. Opposite edges must tile. slaughterhouse wall panel with steel braces, hanging hook and dirty bone deposits", + "quality": "medium", + "size": 64 + }, + "w_bile": { + "cost": 0.06264, + "generated_at": 1785140943, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a brass blunderbuss with a swollen toxic-green bile chamber and corroded nozzle, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_bonepopper": { + "cost": 0.062616, + "generated_at": 1785140617, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a crude oversized pistol assembled from carved femur, iron bands and bone teeth, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_cauterizer": { + "cost": 0.062632, + "generated_at": 1785141210, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. an absurd industrial flamethrower with gas tank and scorched medical cautery nozzle, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_cleaver": { + "cost": 0.062616, + "generated_at": 1785140806, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. an enormous heavy butcher cleaver with chipped steel, wood handle and old blood, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_eye": { + "cost": 0.062608, + "generated_at": 1785141085, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a biomechanical ballista built around a huge bloodshot tracking eyeball, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_fleshmasher": { + "cost": 0.062616, + "generated_at": 1785141276, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a heavy grenade cannon loaded with compacted meat, steel grinder drum and crank, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_guthook": { + "cost": 0.062624, + "generated_at": 1785141145, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a massive rusted harpoon cannon ending in a barbed slaughterhouse meat hook, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_hemophage": { + "cost": 0.062608, + "generated_at": 1785141006, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a surgical syringe rifle with glass blood vials, needles and steel tubing, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_marrow": { + "cost": 0.062624, + "generated_at": 1785140745, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a brutal double-barrel bone shotgun with exposed red marrow and a rusted stock, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_redhand": { + "cost": 0.06264, + "generated_at": 1785136173, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a giant filthy chainsaw with a red motor housing, long toothed bar and blood spray, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_repeater": { + "cost": 0.06264, + "generated_at": 1785140680, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a ridiculous rapid-fire gun built from a ribcage, brass feed mechanism and many barrels, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_saw": { + "cost": 0.062632, + "generated_at": 1785140880, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a grotesque sawblade launcher with a loaded serrated disc, oily motor and sparks, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_spinaltap": { + "cost": 0.062608, + "generated_at": 1785141471, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a massive energy railgun built around a glowing human spine and electrical coils, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_swarmjar": { + "cost": 0.06264, + "generated_at": 1785141579, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a grotesque jar launcher with a huge glass maggot tank, steel cap and feeding tubes, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_tenderizer": { + "cost": 0.062616, + "generated_at": 1785141408, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a comically enormous spiked meat-tenderizer war hammer with hydraulic fittings, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "w_trapqueen": { + "cost": 0.062608, + "generated_at": 1785141337, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a bear-trap launcher with huge interlocking bloody teeth and spring mechanisms, clean readable side-profile inventory view, pointing right.", + "quality": "medium", + "size": 32 + }, + "wt_bile": { + "cost": 0.071248, + "generated_at": 1785141911, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a brass blunderbuss with a swollen toxic-green bile chamber and corroded nozzle, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + }, + "wt_bonepopper": { + "cost": 0.063152, + "generated_at": 1785148263, + "kind": "sprite", + "prompt": "Manual revision: strict orthographic zenith plan view of the Bone Popper, pointing right, based on the style, icon, previous sprite, and shape guide references.", + "quality": "medium", + "revision": "Replaced side view with top-down equipped view at user request.", + "size": 64 + }, + "wt_cauterizer": { + "cost": 0.07124, + "generated_at": 1785142174, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. an absurd industrial flamethrower with gas tank and scorched medical cautery nozzle, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + }, + "wt_cleaver": { + "cost": 0.071224, + "generated_at": 1785141781, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. an enormous heavy butcher cleaver with chipped steel, wood handle and old blood, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + }, + "wt_eye": { + "cost": 0.071216, + "generated_at": 1785142048, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a biomechanical ballista built around a huge bloodshot tracking eyeball, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + }, + "wt_fleshmasher": { + "cost": 0.071224, + "generated_at": 1785142239, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a heavy grenade cannon loaded with compacted meat, steel grinder drum and crank, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + }, + "wt_guthook": { + "cost": 0.071232, + "generated_at": 1785142113, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a massive rusted harpoon cannon ending in a barbed slaughterhouse meat hook, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + }, + "wt_hemophage": { + "cost": 0.071216, + "generated_at": 1785141981, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a surgical syringe rifle with glass blood vials, needles and steel tubing, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + }, + "wt_marrow": { + "cost": 0.071232, + "generated_at": 1785141711, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a brutal double-barrel bone shotgun with exposed red marrow and a rusted stock, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + }, + "wt_redhand": { + "cost": 0.071248, + "generated_at": 1785136759, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a giant filthy chainsaw with a red motor housing, long toothed bar and blood spray, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + }, + "wt_repeater": { + "cost": 0.071248, + "generated_at": 1785141657, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a ridiculous rapid-fire gun built from a ribcage, brass feed mechanism and many barrels, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + }, + "wt_saw": { + "cost": 0.07124, + "generated_at": 1785141847, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a grotesque sawblade launcher with a loaded serrated disc, oily motor and sparks, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + }, + "wt_spinaltap": { + "cost": 0.071216, + "generated_at": 1785142432, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a massive energy railgun built around a glowing human spine and electrical coils, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + }, + "wt_swarmjar": { + "cost": 0.071248, + "generated_at": 1785142490, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a grotesque jar launcher with a huge glass maggot tank, steel cap and feeding tubes, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + }, + "wt_tenderizer": { + "cost": 0.071224, + "generated_at": 1785142360, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a comically enormous spiked meat-tenderizer war hammer with hydraulic fittings, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + }, + "wt_trapqueen": { + "cost": 0.071216, + "generated_at": 1785142302, + "kind": "sprite", + "prompt": "Use the attached image strictly as the rendering-style guide. Create authentic hand-crafted late-1990s 32-bit pixel art for a top-down industrial horror game: crisp square pixel clusters, no vector shapes, no smooth digital painting, no 3D render, no text. Use strong top-left directional lighting, dark crevices instead of uniform black outlines, chunky bevels, selective specular highlights, and large deliberate grime features rather than random noise. Palette: desaturated concrete, gunmetal, oxidized teal copper, rust brown and dirty bone; reserve saturated blood red, toxic green and spark gold for accents. Industrial abattoir mood. Single isolated asset, centered, fully visible, no cropping, no cast shadow, no ground plane, on one perfectly flat solid #FF00FF magenta background covering every background pixel. No border, frame, label, letters, numbers, UI, or extra objects. a bear-trap launcher with huge interlocking bloody teeth and spring mechanisms, strict orthographic plan view from a camera at the zenith exactly 90 degrees above the weapon, lying flat and pointing right; show the top surfaces and bilateral width, not a side elevation, not a profile, no visible vertical side face; exaggerated broad readable top-down silhouette for a twin-stick shooter.", + "quality": "medium", + "size": 64 + } + }, + "model": "openai/gpt-image-2", + "reference": "example_image_style.jfif" +} \ No newline at end of file diff --git a/assets/raw/pedestal.png b/assets/raw/pedestal.png new file mode 100644 index 0000000..5a690a8 Binary files /dev/null and b/assets/raw/pedestal.png differ diff --git a/assets/raw/perk_adrenal.png b/assets/raw/perk_adrenal.png new file mode 100644 index 0000000..5591926 Binary files /dev/null and b/assets/raw/perk_adrenal.png differ diff --git a/assets/raw/perk_bigheart.png 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