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Medium 1 für Eintrag PAY INSIDE — Stylized Night-Shift Gas Station (Modular Horror Environment)
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Beschreibung

A complete, explorable 1990s highway gas station at night in a clean stylized look.

  • 184 modular pieces

  • convenience store with checkout, coolers, food wall, office, stockroom, walk-in, restroom and roof

  • canopy with pump islands, parking and dumpster yard

  • three colour palettes, night lighting

What is it?

A 1990s gas station on an empty highway, open all night: one clerk, the coolers humming, the night window for paying after midnight. Open it and walk through it straight away, or take it apart to build your own stations and stores. Every piece snaps to a 1 m grid on 4 m modules, the same grid as our other horror kits.

Who is it for?

Developers of night-shift, horror, mystery, survival, liminal and exploration games, and level designers who need a believable gas station or convenience store fast.

What can I build?

Gas stations, convenience stores, 24-hour shops, truck stops, small strip-mall units, and the forecourts and back lots around them.

What's included

  • 184 assets: 87 props, 42 walls, 14 exterior pieces (canopy, pumps, kerbs, poles, signs), 7 doors and windows, 7 floors, 6 ceilings, 6 details (signage, posters, boarded windows), 5 light fixtures, 4 roof pieces, 3 debris, 3 trims

  • Demo level:

    • 16 × 12 m convenience store: sales floor with three gondola runs, food wall (coffee, roller grill, slush, nachos), reach-in coolers with stock behind the glass, checkout with register and back bar, night window with pass-through tray

    • Back rooms: walk-in cooler, stockroom with four doors, office with CCTV monitors and safe, restroom, utility room with breaker panel, water heater and a ladder to the roof hatch

    • Forecourt: canopy over two pump islands with four dispensers, a car left at the pump, air machine, ice chest, propane cage, angled parking, dumpster enclosure, two sodium light poles and a blank price sign at the road

  • Gameplay-ready: 22 gameplay markers (player start, keys, locked doors, puzzles, notes, hiding spots, safe room), a full lock-and-key chain, a chase loop through the back rooms, a walkable roof; every marker reachable on foot (checked with a player capsule).

  • Lighting: night in Blender: fluorescent troffers (one dead), the glowing cooler wall, canopy downlights, sodium poles, wall packs, the office lamp and CCTV monitors, exit signs, a dropped flashlight.

  • Palettes: Graveyard (default), Sunbleach, Closed. Switch them in Blender, or use the baked texture sets in engines.

Formats

  • Blender 5.0 (.blend): kit + demo level; one procedural master material with editable colours, wear and grime; light fixtures switch on and off per object; 18 showcase cameras; every asset marked for the Asset Browser.

  • FBX, per mesh part: LOD0 (bevelled), LOD1 (lighter on 141 of 215 parts; small props, shelf stock and flat pieces keep their LOD0 mesh where a lighter one would spoil the shape or shading) and convex collision (UCX_ naming).

  • glTF (.glb), per asset: embedded Base Color + ORM textures.

  • PNG textures, per part: Base Color for each palette, ORM (AO / Roughness / Metallic); 1024 px for architecture and large pieces, 512 px for props.

How optimised is it?

  • 184 assets (215 mesh parts), 208,820 triangles at LOD0 and 117,806 at LOD1 in total.

  • Per asset: median 688 triangles (LOD0) / 296 (LOD1); range 12 – 7,468 (LOD0), the largest is the wall phone.

  • 208 convex collision meshes (UCX_) shipped with the FBX files; doorways stay walkable.

  • One master material per asset. A separate emissive material only on lights and screens; a separate glass material only where there is glass.

How modular is it?

  • 1 m grid, 4 m modules. Walls 3.5 m high, 0.2 m thick, centred on the grid line. Walkable flat roof with parapets, hatch and mansard trim.

  • Openings: door 1.2 × 2.3 m, restroom door 0.9 × 2.1 m, storefront double door 2.0 × 2.6 m, night window 1.1 × 1.1 m, high office window, cooler wall opening for the reach-in doors.

  • Pivots: walls and floors at the corner, props at the bottom centre, ceiling fixtures at the top centre.

  • Moving parts are separate meshes pivoted on their hinge: door leaves, cooler doors, dumpster lids and enclosure gates, propane-cage doors, the roof-hatch lid, the register drawer. Shelves keep their products in a separate mesh for empty or looted variants.

What makes it different?

  • A finished, explorable gas station with a full interior, not an exterior shell or a box of loose props.

  • Stylized, readable art direction with no photo textures, no brands and no readable text.

  • Built for night-shift gameplay: lock-and-key chain, safe room, hiding spots, chase loop, walkable collisions.

  • Same grid as our hospital, manor, school and motel kits: combine them in one county.

Supported versions

  • Blender 5.0+.

  • FBX and glTF for Unity, Unreal Engine, Godot and other engines. Engine-specific projects (prefabs, material instances) are not included.

How quickly can I use it?

  • Blender: open the file and render. Drag single assets from the Asset Browser.

  • Engines: import the FBX folder, then assign the Base Color and ORM textures.

FAQ

  • Does it work in Unity / Unreal / Godot? Yes, through the FBX (with LODs and collisions) and glTF files, with standard PBR textures. Engine projects with prefabs are not included.

  • Can I change colours? Blender: edit the palette nodes of the master material, or tint per object (object colour). Engines: pick one of the three baked palettes.

  • Is the demo level included in the engine formats? The level is in the Blender file. Engine users get every piece and can rebuild it with the included level plan as a guide.

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