Combat Wallpapers v02

This pass is superseded by Combat Wallpapers v03. It improved the first noisy wallpaper batch, but still allowed close Scourge surface detail to become too dominant.

Ground Rule

Wallpaper art is not a sprite master and not a game runtime asset. It should show the world in motion: humans and Scourge fighting, weapons firing, breach light hitting armor, and enemy forms readable at a glance.

Good combat key art should:

  • read at thumbnail size;
  • use three to six large combat silhouettes, not a crowd;
  • make the human faction and Scourge forms separable by value, pose, and accent color;
  • preserve the shared Deadrot grade: soot, iron, bone, ember red, sick green, restrained cyan/verdigris equipment light;
  • avoid dotted, stippled, halftone, pixelated, over-sharpened, and micro-scratch-heavy finishes.

Pyre Breach Descent

Pyre breach descent clean wallpaper v02

Use as a Pyre/Scourge pressure reference: heavy Bulwark mass, close-range cleaver fantasy, Ranger cover fire, and Scourge threats separated by biology and posture.

Warden Last Wall

Warden last wall clean wallpaper v02

Use as the Warden combat grammar reference: square defense, shield/barricade read, lane-gun fire, field repair action, and Scourge pressure crossing into the kill zone.

Trucebreaker Arena

Trucebreaker arena clean wallpaper v02

Use as the Pactfall boss-combat reference: Pyre and Warden champions on opposite sides, Trucebreaker centered as a huge objective threat, and clear red/green breach staging.

Asset Custody

  • Master path: packages/assets/masters/art/wallpapers/combat-v02/
  • Generated source mirror: packages/assets/sources/generated/2026-06-17/lore/wallpapers/combat-v02/
  • Raw generator cache: packages/assets/_archive/raw-generator-cache/codex-generated-images/2026-06-17/raw/019ed273-1c2a-7320-9b42-92655439fad6/

Runtime promotion requires crop/export to WebP, manifest registration, and a license/provenance record.