SEEDFALL presents

🛡 THE STAND: LAST SEED

the target look · asset briefs for sprite-sheet production · v2

The Game — as it should look

Write this on the poster. Every asset brief below serves this picture.

The pitch: the machines won. The cities are dead geometry, the sky is a bruise of aurora over a black wasteland, and one living thing remains — a cache of seeds, glowing like a lantern in a shrine of tilled earth. Around it stands the posse: dust-coated gunslinger Wardens — humans, AI agents, and sometimes Rokha herself — while the Husks, the broken remnants of the takeover, crawl out of the dark in waves. Six-round clips. Scrap off every kill. Spend it on your own iron or on the cache's defenses. When the last light goes out, the stand is over — and the wasteland remembers how long you held.

The look to reach for: a neon-vector western. Today the game runs on placeholder line art — triangles and spiky polygons. The sheets described below replace that with drawn characters that keep the vector soul: thin luminous linework, glow instead of paint, hard silhouettes on near-black, every entity readable at 20 pixels in a crowd of forty. Think wireframe arcade cabinet meets post-apocalyptic western — dusters and revolvers rendered in light, monsters made of shattered machine-glass, and one warm living glow at the center of a cold dead world. The camera is straight top-down; the drama is silhouette, glow, and motion.

Why the states matter: the sim already tracks health, damage, buffs, deaths, and special moves for everything on the field. Each asset below lists the states the engine will switch between — like the seed cache going healthy → damaged → on fire — so one sheet per object gives the game its full emotional range: the field should tell the story of the round at a glance, with no HUD required.

Production Spec

Match the existing Rokha sprite pipeline exactly — one new sheet is one registry row, zero new animation code.

Sheet format
2048×2048 PNG, transparent ground
Grid
8×8 cells of 256px, row-major, up to 64 frames — one ROW (8 frames) per state works beautifully
Playback
loop (cycles) or once-hold (settles on a hold frame) at 8–22 fps
Camera
straight top-down for everything on the field
Line
thin luminous stroke, outer glow, minimal fill — light drawn on darkness
Ground rule
silhouette-first: every object must read as a shape at 20px before any detail is added
Facing
author facing EAST (0 rad); the engine rotates and flips
Team tint
Warden linework stays white/ice; scarf + visor + holster on a separate tintable accent pass (army colors applied in-engine)
ice #66E6E0 · the living / allies / the cache
lavender #C9B8F0 · magic / shields / chrome
ember #FFB26B · fire / damage / warnings
shard #7FD1FF
bulwark #FF8FA3
wisp #D6FFFC
splitter #8AFFC1
void #01030A · the ground

Scale

Relative footprints as the sim runs them (the vectors below are today's placeholder renders — the new art lands at the same footprint).

Hit circles are canon: WISP 0.014 · SHARD 0.018 · STALKER 0.022 · SPLITTER 0.024 · PHASE 0.026 · BULWARK 0.034 · WARDEN 0.018 · SEED CACHE 0.055 (arena units; the arena is 1.0 across).

The Heart of the Field

THE SEED CACHE the objective
the last living thing · center of every arena · its state IS the health bar

A hoard of dandelion seeds heaped inside a cracked-open machine reliquary — part strongbox, part shrine. Hundreds of luminous seeds piled like embers of white-cyan light, a few always drifting loose on the wind; the tilled earth around it glows in faint furrow-rings where the light has soaked into the soil. The one warm, alive, organic object in a cold geometric world — everything else on the field is glass and wire; this is a campfire.

States

  • HEALTHY — brimming and radiant: slow breathing pulse, seeds drifting off the top, light-veins in the soil bright (loop)
  • DAMAGED — the reliquary cracked, a spill of seeds scattered dark on the ground, pulse arrhythmic, veins guttering (loop)
  • ON FIRE — critical: ember-orange flames licking through the pile, seeds igniting and streaking upward as sparks, smoke curl, the glow shifted from ice to fire (loop — the "we're losing it" alarm the whole room feels)
  • SHIELDED — the windbreak buy: a lavender wind-shell wrapped around the cache, petals of force deflecting outward (loop overlay)
  • DEAD — the fall: charred husk of the reliquary, one last seed rising away on the wind (once-hold — the defeat screen's anchor)
THORNSPIRE buildable
the cache defending itself · 20 scrap · auto-fires

A cactus of knives grown from the tilled ring — stacked, off-angle blades of machine-glass with the cache's light running up their edges like sap. It should look grown, not built: the seed's will pushed up through dead soil.

States

  • RISING — blades corkscrew out of the earth, soil parting (once — the buy moment)
  • HEALTHY — idle sway, light climbing the blades (loop)
  • FIRING — one blade-tip flares white and spits a needle (once, 3 frames, chainable)
  • WITHERED — late-game dressing: blades chipped, light dimmer, still fighting (loop variant)
THE WINDBREAK buildable
the +60hp shell · 15 scrap · a spell made of weather

Not a wall — a captured storm: a ring of lavender wind bent around the cache, dandelion silk and dust caught in its current, always moving. Every hit it absorbs should visibly cost it something.

States

  • RAISING — the wind snaps into a ring, silk drawn in from off-screen (once)
  • HOLDING — steady rotation, shimmer, drifting motes (loop)
  • CRACKING — gaps torn in the current, sputtering, silk escaping (loop — low shell)
  • SHATTERED — the ring unravels outward in one gust and is gone (once)

The Posse

THE WARDEN player character
every player, human or agent · 8 per arena · army-tintable

A wind-wrapped gunslinger from directly above: a long duster streaming behind like a vapor trail, a scarf of dandelion silk, a lantern-visor slit glowing where a face would be, one heavy revolver-of-light. The silhouette must stay an arrowhead — that's what eight of them read as in a firefight. Linework white-to-ice; scarf, visor and holster carry the tintable accent pass so armies get their colors in-engine.

States

  • IDLE — coat and scarf breathing in the wind, lantern steady (loop)
  • RUNNING — duster streaming, boot-scuff dust ticks (loop)
  • FIRING — recoil kick, muzzle bloom, spent light-casing tumbling away (once, 4 frames)
  • RELOADING — cylinder spun out, six sparks falling, snapped shut (once, ~1s read)
  • GUST DRAW — both arms fan wide, a nine-point flare telegraph around the body (once)
  • DOWN — kneeling, hat off, lantern-visor dimming to an ember (once-hold — the defeat pose)
❁ ROKHA — FIELD FORM house warden
toggled in by the operator or called by any player · takes no pot

The stream's host dressed for the wasteland: the Warden skeleton wearing her identity — a dandelion-crest (❁) at the hat band, ice-cyan trim over a lavender under-glow, and a longer silk scarf that sheds single glowing seeds as she moves. Instantly her from above, without breaking the posse's language. All six Warden states, plus one signature.

Extra state

  • THE RALLY — her gust: a full dandelion-clock burst of light around her, seeds and shots indistinguishable for one glorious beat (once)

The Husks

The dead geometry the takeover left behind — machine ghosts made of shattered glass and bad light. Six breeds, wave-gated; at nightmare there are forty on screen, so silhouette + color must carry identity alone.

SHARD wave 1+
the grunt · 70% of everything on screen · 1 hp

A splinter of a dead machine that dimly remembers having a purpose: a five-point asymmetric star of broken blue glass, one point longer than the rest like a compass needle stuck on the cache. It tumbles slowly as it marches a dead-straight line. Alone it's nothing; the horror is the count.

States

  • MARCHING — slow tumble along its approach line (loop)
  • HIT — one white flash frame
  • SHATTERING — breaks into 4–5 dimming fragments (once — doubles as the universal small-death)
STALKER wave 2+
the weaver · punishes lazy aim · 2 hp

A hunting frame that learned evasion before it died: seven amber blades arranged like a closing hand, banking into its serpentine weave so it never travels the line you expect — a school of knives swimming as one body.

States

  • WEAVING — banked slither, blades trailing through each turn (loop)
  • WOUNDED — 1 hp: two blades gone, sparking at the stumps, weave gone ragged (loop)
  • SHATTERING — a whip-crack break along the spine (once)
BULWARK wave 3+
the slab · eats whole clips · 4 hp · biggest thing on the field

A siege remnant: nine heavy rose-red plates dragged into a rough grinding wheel, crawling forward with a glacier's patience and a drag-scar in the dirt behind it. It doesn't dodge — it doesn't need to. Its armor should visibly shear off plate by plate so a posse can call targets: "bulwark's at one plate!"

States

  • HEALTHY — full wheel, slow grind, plates flexing (loop)
  • CHIPPED — 3 hp: first plate torn, sparks in the gap (loop)
  • BROKEN — 2 hp: half the wheel exposed, core light showing (loop)
  • CRITICAL — 1 hp: skeleton of a wheel, core blazing through the gaps (loop)
  • COLLAPSING — falls inward under its own weight, heavy dust ring (once)
WISP wave 4+
the lunger · the jump-scare · 1 hp · smallest breed

Barely there: a four-point sliver of near-white light jittering like a dropped signal. It drifts, stutters… then lunges — three times its speed, dead at the cache. The lunge needs a one-frame telegraph (it draws taut and points) so deaths feel fair, and a motion-smear so the dash reads at 60fps.

States

  • FLICKERING — jittery drift, opacity noise (loop)
  • DRAWING — the telegraph: body pulled taut, aimed (1–2 frames)
  • LUNGING — stretched along the dash, smear trail (2 frames)
  • WINKING OUT — dies like a cut signal: one bright line, gone (once, 3 frames)
SPLITTER wave 6+
the trap · shooting it is a decision · 2 hp · dies into 2 live SHARDS

A green-lit husk carrying its own children: a six-point shell with a visible seam of light down the middle and two smaller cores pulsing inside, out of phase with each other. Kill it in the open and it cracks along that seam — two live Shards scatter from the corpse. The seam is the tell a player never forgets.

States

  • CARRYING — steady march, inner cores pulsing through the shell (loop)
  • STRAINING — 1 hp: the seam glows hot, shell flexing against what's inside (loop)
  • CRACKING OPEN — shell halves part, two cores eject in opposite arcs (once — the sync point for the two Shard spawns)
  • CRUSHED — the wall-death: flattened against the shrine ring, no children survive (once)
PHASE wave 8+
the ghost · disrespects your firing line · 3 hp

The one that learned the old world's magic: an eight-point lavender mandala that never fully commits to existing. Its opacity breathes; on a slow heartbeat it blinks — gone here, instantly nearer the cache, an afterimage hanging where it was. The blink pair must bracket the teleport so the jump reads as intent, never lag.

States

  • BREATHING — slow mandala rotation, opacity wave (loop)
  • VANISHING — folds inward to a point, afterimage ring left behind (once, 3 frames)
  • ARRIVING — unfolds from a point with one bright ring (once, 3 frames)
  • UNRAVELING — death: the mandala loses its symmetry and tears apart (once)

Next-Level Objects · not in the sim yet — art leads, code follows

The objects that turn a survival loop into a spectacle. Commission these with the same spec; each is a small, well-bounded sim feature once its sheet exists.

HUSK TITAN boss · every 10th wave
the siege bell — the whole arena's problem

What the takeover built when it stopped pretending: a cathedral of dead machine-glass the size of six Bulwarks, walking on blade-legs, a dark core burning at its center like a negative of the seed cache. The screen's edge glow should shift red while it lives. It sheds Shards as it's wounded — its armor IS a wave.

States

  • ARRIVING — crests the field edge, legs unfolding, dust wake (once)
  • ADVANCING — slow cathedral stride, core pulsing (loop)
  • ENRAGED — half hp: outer plates gone, core exposed and blazing, stride faster (loop)
  • SUNDERING — its wall-strike: rears and drives a leg down, shockwave ring (once)
  • FALLING — collapses section by section, core detonating last in a white ring (once — the arena's fireworks)
SUPPLY GUST event drop
scrap from the sky — a reason to leave the safe ring

The wind delivers: a battered supply crate riding a dandelion-silk parachute, glowing seams telling everyone across the arena exactly where it will land — usually somewhere inconveniently far from the cache. First warden there gets the scrap.

States

  • FALLING — swaying under the silk canopy, landing shadow growing (loop)
  • LANDED — canopy settling over the crate, seams pulsing "come get me" (loop)
  • OPENED — burst open, scrap motes fountaining to the claimer (once)
  • LOST — unclaimed too long: husks get it — the crate corrupts, glow shifts red, spawns a Stalker (once)
WARDEN BANNER army presence
SEEDFALL's hordes, planted on the arcade field

A ragged standard on a scavenged antenna-pole, planted where a posse's army is strongest — the flag itself woven from duster cloth and dandelion silk, carrying the army's tint color. Ties THE STAND to the battlefield's armies: when hordes exist, their banner flies over their wardens.

States

  • PLANTING — driven into the earth, flag unfurling (once)
  • FLYING — full stream in the wind, tint bright (loop)
  • TATTERED — the army's arena is losing: torn edges, half-mast sag (loop)
  • FALLEN — pole down, flag pinned under dust, tint gone grey (once-hold)
THE PURSE the crowd's stake
the on-field face of the USDC purse + prize pot

A strongbox of the old world chained to the shrine ring, visible to every spectator: the more the crowd pledges, the brighter it burns. Give money a body on the field and the stream sells itself.

States

  • EMPTY — shut, dark, chained (loop, near-static)
  • GROWING — a pledge lands: the lid strains, green-gold light leaks through the seams, one pulse per pledge (once, chainable)
  • BRIMMING — big pot: lid cracked open, steady light column, motes rising (loop)
  • PAYING OUT — the seed fell: bursts open, light streaming to the top wardens (once)

Effects Sheet

One shared sheet carries the field's grammar of light.

EffectFramesBrief
SHOT BOLT2the traveling round — a hot ice streak with a soft tail; authored east, engine rotates
MUZZLE BLOOM3instant feedback on every trigger pull — bright, tiny, dead in 140ms
GUST FAN6the nine-shot quickdraw: a dandelion-clock of bolts flaring out in one breath
WALL CRACK4a husk spending itself on the shrine ring — red-amber impact, ring shudder
CACHE FLAMES6the on-fire overlay for the seed cache — ember tongues + rising spark-seeds (pairs with its ON FIRE state)
SEED BURST8victory: pappus seeds scattering upward — the celebration the stream cuts to
SCRAP MOTES4kill credit: 1–3 amber motes arcing from corpse to killer (pure feedback — scrap is auto-credited)
BLINK RING3shared vanish/arrive ring for PHASE (and any future teleport)

The Ground — Tile Kit

The wasteland from above, as 256px tiles. Today this layer is generated; the kit replaces it with drawn earth in the same palette.

Tile / propVariantsBrief
DEAD EARTH4base ground: near-black blue, faint grain, occasional ember speck
DUNE CONTOURS3nested ridge-rings, ice at 4–8% opacity — the aerial read of the overworld
CRACKED EARTH4branching fissures with shard-blue light deep in the widest cracks
THE BROKEN ROAD3straight / curve / shattered end — dashed centerline still faintly visible
RUIN FOOTPRINT4 sizeshollow building outlines, one collapsed corner; 1–2 windows still lit ice-cyan
CRATER3double-ring scorch in faded amber
THE TILLED CLEARING1 largethe cache's ground: concentric furrows, light-veined soil — the only warm tile in the kit
HUSK CARCASS3set-dressing: long-dead husks half-buried, the living silhouettes with zero glow

Sheet Manifest

The commission list, in priority order. Names follow the /sprites/rokha-agent/ convention.

#FileSubjectPriority
1stand-seed-cache-sheet.pngTHE SEED CACHE — healthy / damaged / on fire / shielded / deadP0
2stand-warden-sheet.pngTHE WARDEN — all six statesP0
3stand-husk-shard-sheet.pngSHARD — the majority of the screenP0
4stand-fx-sheet.pngEffects grammar — bolts, blooms, gust, cracks, cache flamesP0
5stand-husk-stalker-sheet.pngSTALKERP1
6stand-husk-bulwark-sheet.pngBULWARK — with its four armor dressingsP1
7stand-husk-wisp-sheet.pngWISP — with lunge smearsP1
8stand-rokha-field-sheet.png❁ ROKHA field form + THE RALLYP1
9stand-husk-splitter-sheet.pngSPLITTER — with the crack-open birthP2
10stand-husk-phase-sheet.pngPHASE — with the blink pairP2
11stand-thornspire-sheet.pngTHORNSPIRE + THE WINDBREAKP2
12stand-titan-sheet.pngHUSK TITAN (boss — art leads, code follows)P2
13stand-props-sheet.pngSUPPLY GUST + WARDEN BANNER + THE PURSEP3
14stand-ground-tiles.pngBattlefield tile kit (256px tiles)P3
SEEDFALL · THE STAND: LAST SEED · art bible v2 — asset briefs for production. The vectors in the portraits are today's placeholder renders; every sheet lands at the same footprint. 2026-08-10.