
الوصف
A crashed alien hive ship, half buried in a salt desert: a complete explorable level and a modular kit of 158 pieces, inside and out.
carapace walls, black chitin ribs, dried sap veins and iris doors with separate petals
demo level: 9 areas, two chase loops, walk-in hiding pods, a one-way drop and gameplay markers
3 colour palettes (Husk, Bone, Abyss), night and day lighting
the same 1 m grid and 4 m modules as our other horror environments
What is it?
The broken-off keel section of an alien hive ship, crashed in a salt desert. Its walls are a honeycomb of grey carapace plates set in black chitin, with dried sap veins, ribbed hull braces and six-petal iris doors. Sand has poured in through a torn breach; some sleep pods burst open from the inside; the heart chamber's core still glows behind a locked iris. You get the whole location as a playable level and every piece as a modular kit, interior and exterior.
Who is it for?
Developers of sci-fi horror, survival, exploration and escape games who need an alien interior that is not a human spaceship corridor, and level designers who want a kit that snaps together on a simple grid.
What's included
158 modular assets
Walls (29): carapace panels, hull walls with plating, doorways, arches, niches, vents, windows, observation walls, damaged and broken variants
Floors, ceilings and roof (22): deck plates, grates, catwalks, ramp, stairs, holes, comb ceilings with lamps and vents, hull roof pieces
Trims (9): pillars, hull braces, conduits, hull skirts
Doors (4): iris door closed, open, burst and jammed (separate petals, each pivoted to animate)
Lights (11): wall bulbs, hanging lamps, lanterns, sap bulbs, stalk lamps, light strips
Props (38): sleep pods, walk-in hiding pods, specimen tanks, cargo pods with lids, cell racks, cocoons, the heart core, nav sphere, puzzle nodes, consoles, sap fonts, slabs, benches, tablets, crystals
Sand, debris and decals (29): drifts, mounds, spills, rib and panel debris, resin, shards, sap stains, cracks, scorch marks
Exterior (16): dunes, desert ground, rocks, spires, wreck chunks, a landing leg, a wing stump and two background mothership hulls
Demo level "The Keel": entry hall with the breach, safe room, store, ring corridor around the heart chamber, lab, pod hall, bridge with hull windows, and the sunken sap well; plus the exterior with the wreck in the desert.
Gameplay markers (start, keys, locks, hiding spots, puzzle nodes, notes, drop) as empties.
Night scene (moonlight and the ship's last lamps) and Day scene (desert sun through the breach and the roof holes), 14 showcase cameras.
The nine rooms also come as drag-in room presets for the Blender Asset Browser.
3 colour palettes: Husk (the dead ship: grey carapace, black chitin), Bone (aged ivory, amber sap) and Abyss (green-black chitin, cold bioluminescent sap).
How does the kit work?
1 m grid, 4 m modules. Walls 3.5 m high, storey 3.6 m, floor top at 0.
Openings: doorway 1.2 × 2.3 m, wide arch 2.0 × 2.5 m, window 1.6 × 2.0 m: the same sizes as our other horror environments, so the kits connect.
Pivots: walls, floors and ceilings at the module corner, props at the bottom centre.
Moving parts are separate meshes on their hinge: iris petals, hiding-pod doors, cargo-pod lids.
Glowing parts (sap veins, lamps, cores, screens) use their own emissive material slots, so they can be switched on and off.
Formats
Blender (.blend): the demo level (Night and Day scenes), the kit with Asset Browser previews, the room presets and the palette materials. Procedural master material with editable colours, wear, grime, dust and sap stains.
FBX, one file per mesh part: LOD0, LOD1 and convex collision (UCX_ naming).
glTF (.glb), one file per asset: embedded Base Color + ORM textures and emissive materials.
PNG textures per part: Base Color for each palette and ORM (AO / Roughness / Metallic); 1024 px for walls, floors, ceilings, roof and exterior pieces; 512 px for trims, doors, lights, props, sand, debris and decals.
How optimised is it?
158 assets (192 mesh parts): 638,026 triangles at LOD0 and 462,413 at LOD1 in total.
Median asset 1,532 triangles at LOD0. The two background mothership hulls are horizon pieces, not close-up assets.
236 convex collision meshes (UCX_) in the FBX files; doorways and stairs stay walkable, hiding pods are enterable.
Supported versions
Blender 5.0 or newer.
FBX and glTF for Unity, Unreal Engine, Godot and other engines. Engine projects (prefabs, material instances, blueprints) are not included.
FAQ
Does it work with your other horror environments?
Yes. It uses the same 1 m grid, wall height and opening sizes as WARDEN, HOLLOWMERE and LAST BELL.
Can I change the colours?
In Blender, yes: the master material exposes every colour, and the Bone and Abyss palettes are ready as material copies. In engines, use the Base Color folder of the palette you want.
Do the doors open?
The iris door petals, the hiding-pod doors and the cargo-pod lids are separate meshes pivoted on their hinge. Animation and scripts are not included.



















