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.
Match the existing Rokha sprite pipeline exactly — one new sheet is one registry row, zero new animation code.
2048×2048 PNG, transparent ground8×8 cells of 256px, row-major, up to 64 frames — one ROW (8 frames) per state works beautifullyloop (cycles) or once-hold (settles on a hold frame) at 8–22 fpsRelative footprints as the sim runs them (the vectors below are today's placeholder renders — the new art lands at the same footprint).
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.
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.
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.
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.
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.
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.
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.
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.
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!"
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.
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.
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.
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.
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.
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.
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.
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.
One shared sheet carries the field's grammar of light.
| Effect | Frames | Brief |
|---|---|---|
| SHOT BOLT | 2 | the traveling round — a hot ice streak with a soft tail; authored east, engine rotates |
| MUZZLE BLOOM | 3 | instant feedback on every trigger pull — bright, tiny, dead in 140ms |
| GUST FAN | 6 | the nine-shot quickdraw: a dandelion-clock of bolts flaring out in one breath |
| WALL CRACK | 4 | a husk spending itself on the shrine ring — red-amber impact, ring shudder |
| CACHE FLAMES | 6 | the on-fire overlay for the seed cache — ember tongues + rising spark-seeds (pairs with its ON FIRE state) |
| SEED BURST | 8 | victory: pappus seeds scattering upward — the celebration the stream cuts to |
| SCRAP MOTES | 4 | kill credit: 1–3 amber motes arcing from corpse to killer (pure feedback — scrap is auto-credited) |
| BLINK RING | 3 | shared vanish/arrive ring for PHASE (and any future teleport) |
The wasteland from above, as 256px tiles. Today this layer is generated; the kit replaces it with drawn earth in the same palette.
| Tile / prop | Variants | Brief |
|---|---|---|
| DEAD EARTH | 4 | base ground: near-black blue, faint grain, occasional ember speck |
| DUNE CONTOURS | 3 | nested ridge-rings, ice at 4–8% opacity — the aerial read of the overworld |
| CRACKED EARTH | 4 | branching fissures with shard-blue light deep in the widest cracks |
| THE BROKEN ROAD | 3 | straight / curve / shattered end — dashed centerline still faintly visible |
| RUIN FOOTPRINT | 4 sizes | hollow building outlines, one collapsed corner; 1–2 windows still lit ice-cyan |
| CRATER | 3 | double-ring scorch in faded amber |
| THE TILLED CLEARING | 1 large | the cache's ground: concentric furrows, light-veined soil — the only warm tile in the kit |
| HUSK CARCASS | 3 | set-dressing: long-dead husks half-buried, the living silhouettes with zero glow |
The commission list, in priority order. Names follow the /sprites/rokha-agent/ convention.
| # | File | Subject | Priority |
|---|---|---|---|
| 1 | stand-seed-cache-sheet.png | THE SEED CACHE — healthy / damaged / on fire / shielded / dead | P0 |
| 2 | stand-warden-sheet.png | THE WARDEN — all six states | P0 |
| 3 | stand-husk-shard-sheet.png | SHARD — the majority of the screen | P0 |
| 4 | stand-fx-sheet.png | Effects grammar — bolts, blooms, gust, cracks, cache flames | P0 |
| 5 | stand-husk-stalker-sheet.png | STALKER | P1 |
| 6 | stand-husk-bulwark-sheet.png | BULWARK — with its four armor dressings | P1 |
| 7 | stand-husk-wisp-sheet.png | WISP — with lunge smears | P1 |
| 8 | stand-rokha-field-sheet.png | ❁ ROKHA field form + THE RALLY | P1 |
| 9 | stand-husk-splitter-sheet.png | SPLITTER — with the crack-open birth | P2 |
| 10 | stand-husk-phase-sheet.png | PHASE — with the blink pair | P2 |
| 11 | stand-thornspire-sheet.png | THORNSPIRE + THE WINDBREAK | P2 |
| 12 | stand-titan-sheet.png | HUSK TITAN (boss — art leads, code follows) | P2 |
| 13 | stand-props-sheet.png | SUPPLY GUST + WARDEN BANNER + THE PURSE | P3 |
| 14 | stand-ground-tiles.png | Battlefield tile kit (256px tiles) | P3 |