Style Lock Audit - 2026-06-05

Answer

Yes, we have the prompt. The exact prompt that produced the locked reference family is preserved in Art/style-bakeoff/run-d2.sh. The specific package image packages/assets/sources/generated/lore-art-style-bakeoff/2026-06-04/d2-ripper-medium.png maps to PROMPT[ripper-medium]:

STYLE: HIGH-DETAIL PIXEL ART game sprite tuned for GAMEPLAY readability. TRUE
pixel art on a visible chunky pixel grid: bold hand-placed pixels, hard crisp
pixel edges, NO anti-aliasing, ordered dithered shading. SILHOUETTE-FIRST - a
clean, instantly readable shape - with a subtle dark outline and a single
hellfire rim-light from one low side so it pops off a dark background;
consistent lighting direction across the set. Detailed but NOT noisy. Premium
modern pixel-art (Blasphemous, Dead Cells) crossed with remastered 1990s DOOM
sprites. ABSOLUTELY NOT a smooth 3D render, NOT photorealistic, NOT
anti-aliased, NOT painted concept art - it MUST read as chunky pixel art made
of visible square pixels.

The chunkiness clause for the locked file is:

Medium-chunky pixel grid, roughly a 110px-tall sprite - clearly blocky visible
pixels.

The subject clause is the Scourge Swarm-Ripper. The palette and parasite rules are in the same script and are mirrored by Universe/Style-Bible.md plus DESIGN.md’s assetgen: block.

Do We Follow It Everywhere?

Not yet.

Mechanically present after this audit pass:

  • Website game card images, hero image, OG cards, character sprites, and bestiary sprites all resolve to files.
  • packages/assets/assets-catalog.json has no pending entity renders for the games it declares in each entity row.
  • Scourge Survivors consumes @shipshitgames/assets/scourge-survivors.
  • Per-game style-reference files now exist in packages/assets/sources/generated/lore-art-style-refs/2026-06-04/.
  • The DOOM palette file now exists at packages/assets/tokens/palettes/doom.gpl.
  • Shared catalog assets now resolve under packages/assets/shared/.

Still drifting / incomplete:

  • The 2026-06-04 website key-art and portrait placeholder batches are explicitly marked off-canon because they used hi-fi render language instead of the locked medium-chunky pixel-art prompt.
  • Deadlane, Pactfall, Starblight, Redline, and Rothulk still mostly render procedural/prototype shapes in app code instead of consuming the shared entity catalog at runtime.
  • The shared catalog had missing shared assets: FX, UI icons, font files, and audio cues. First-pass placeholders were added on 2026-06-05.
  • The entity catalog paths existed, but the entity files were 182-byte placeholder WebPs. First-pass visible 256x256 plates were generated from the best existing Deadrot sprite/portrait source on 2026-06-05. These unblock resolution, but they are not final per-game camera renders.

Leftovers To Regenerate

Superseded prompt batches:

  • Art/Prompt-Batches/2026-06-04-key-art-placeholders.md
  • Art/Prompt-Batches/2026-06-04-website-portrait-placeholders.md

Superseded asset families:

  • Website hero/game key art that came from the hi-fi placeholder pass.
  • Website portrait plates generated from the hi-fi placeholder pass.
  • Any catalog entity plate still sourced from those website portrait plates; these are first-pass visibility placeholders until regenerated through the locked asset pipeline.
  • Any future asset generated from prompt phrases like hi-fi render, not pixel art, smooth 3D, painted concept art, or cyberpunk neon.

Pinned Files

  • packages/assets/sources/generated/lore-art-style-refs/2026-06-04/scourge-survivors.webp
  • packages/assets/sources/generated/lore-art-style-refs/2026-06-04/scourge-survivors.webp
  • packages/assets/sources/generated/lore-art-style-bakeoff/2026-06-04/d2-ripper-medium.png

After the 2026-06-11 asset cleanup, generated-output history no longer lives inside runtime paths. Review-only source material belongs in packages/assets/_archive/ or outside git.

First-Pass Assets Added

  • 38 visible entity plates under packages/assets/entities/**/<game>.webp, replacing 182-byte placeholder files.
  • 4 shared FX WebPs under packages/assets/shared/fx/.
  • 5 shared UI SVGs under packages/assets/shared/ui/.
  • 2 self-hosted WOFF2 font files under packages/assets/shared/fonts/.
  • 3 shared synthetic OGG audio cues under packages/assets/shared/audio/.
  • The post-grade palette file at packages/assets/tokens/palettes/doom.gpl.