A muted, medieval working palette for the pixel-art overlay — aged wood, oxidised metal, quarried
stone and mossy herb. Decent over vibrant: saturation stays low, values stay earthy. One limited set is meant to
carry nearly every asset in the game — raw resources, refined goods, gear, props, enemies and VFX.
The Shading Spine
Every sprite outlines in Soot and shades toward the shared neutrals — never a per-material
black or white. That single ramp is what makes the whole set read as one world.
Identity Lives in Midtones
A material is recognised by its base hue below. Borrow Char for its shadow and Bone/Parchment for its
light rather than inventing new darks.
Tiers Are a Ramp
Within Wood, Stone and Metal the swatches step Common → Rare → Legendary, matching the drop tables. Keep the
hue family; shift value & temperature per tier.
Spend Saturation Sparingly
Only the Arcane & VFX accents and dragon-blood may raise their voice — and even they stay dusty. Click any
tile to copy its hex.
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The Shading Spine
Outlines, shadows, ambient occlusion and highlights on every single asset.