Free Pack
The modular base of the series - cobblestone, building fronts, fences, lamps and loose props. Hand-painted, toon shader, wall and glass shaders. A complete, usable slice of a town.
A „cozy gothic" asset series - a dark Tim-Burton-style fairytale, but warm like cozy games. Three packs on one toon backbone: the modular base, runtime systems for the street, and a liquid shader with slosh physics.
Cursed Cozy Village lives in a niche the Asset Store barely has: „cozy gothic" - a dark fairytale that still feels warm. Instead of photorealism and PBR - hand-painted textures and a toon shader. The free base is the hook; the paid packs add what a model pack alone never gives you: systems that run at runtime.
Every pack adds a technical layer, not just meshes. Alley brings wind, cloth and signs driven by a single manager. Alchemist's Corner brings a liquid shader that knows which way the bottle was tipped. All of it sits on one lighting backbone, so the packs mix without three different shading styles showing up in the same shot.
The modular base of the series - cobblestone, building fronts, fences, lamps and loose props. Hand-painted, toon shader, wall and glass shaders. A complete, usable slice of a town.
Shopfronts and market stalls - plus three runtime systems: banner and cloth variants on one shared material, configurable decal signs, and swing physics driven by a global wind manager.
An alchemist's workshop and a transform-driven liquid shader: the surface stays level when the bottle is tilted, sloshes when it's yanked, and settles seconds later. One material, infinite potions.
Three packs, one lighting model and one material convention. That isn't cosmetic - it's what lets a customer drop Alchemist potions onto an Alley counter, stand it on Free Pack cobblestone, and not see three different shading styles in one frame.