Deliverable #15 · 2026-08-19

The v3 tiles are in — Claude Design's set on the ground of Lor

epic: ground-look-and-levels delivered

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Deliverable 14 was the “before” — the mixed first-and-second-pass tiles on the new levels and mountains. This is the “after”, one day later: the third tileset, made in a dedicated Claude Design session from GROUND_TILES_BRIEF_v3.md (now in docs/design/historic/) — 29 tiles plus special/cliff-face.png, the first painted cliff face, which the shader was already written to pick up the moment the file existed. One colour per family, quieter repeats, no motifs; the 35 hexagrams whose meaning is undecided still draw a flat colour on purpose. The Ramp down into deep water got its first tile (lake/wind). Kris approved the in-game renders before anything was committed. Web build b6a31b1 on /play; APK v16. No server change — tiles are client art, nothing on the wire moved.

The Claude Design session that made these is claude.ai/design/p/373a1833…, and it stays live: Kris will take future tile tweaks back to the same session rather than starting fresh — it already holds the brief, the north-star pictures and the area-preview kit. That’s recorded in the epic and in docs/design/README.md too.

The tiles the game draws now

Same layout as deliverables 13 and 14: columns are the ground type, rows the flavour. Twenty-nine painted cells (up one — the Ramp down), thirty-five deliberate flat colours.

The atlas as drawn on 19 August 2026 — the v3 set

The Badlands, re-shot

The same views as deliverable 14, on the new art.

The Badlands, whole, from the game's own camera angle

The Badlands from straight above

The cone range

The cone range and its volcano, the stream beside it

Plateaus — and the painted cliff face

The cliff faces under every raised edge are the brief’s one special file, seen here for the first time: brown earth with a lip line, in place of the shader’s flat colour mix.

The big plateau, its ramps, the boulder square and the lava pool

The boulder square and the courtyard's stone floors

The deep lake

The lake a level down behind the small plateau, its rim now the painted face

Water, sand, snow

Wading in the pond

The desert — sand, dirt and red dirt as one quiet family

The snow field's corner at the game's own distance

What changed since yesterday’s pictures

Sources & artifacts

← related epic: ground-look-and-levels

Also available as raw markdown.