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Build castles, keeps, fortified towns and dark fantasy levels for horror, adventure, RPG and survival games from one consistent stylized kit. Curtain walls are 2 m modules with a walkway at 6 m, battlements, an arrow slit, a broken merlon and an opening for the stair; round towers stack from the ditch to a crenellated top under a cone roof (whole or broken), with doors onto the walks. The gatehouse, the bridge, the gate leaves and the portcullis make the way in; hall walls, windows, the door, buttresses, gables, trusses and slate roofs (one with a hole) build the great hall on the same grid. Architecture has per-poly collision, every mesh has lightmap UVs, and the materials are tiling PBR sets with tweakable tint, wear, grime, dust, moss and a close-up detail normal.

Thornhold, on its crag over a sea of mist, under ranges of mountains. On the night of the full moon the garrison vanished. The gate stands open, one leaf torn off its hinges, the portcullis jammed half-way, a hay cart left on the road below. In the courtyard the well has lost its bucket, barrels lie where they rolled, the smithy's tools are dropped by the anvil, and the braziers on the walls still burn. The doors of the great hall were barricaded from inside and then shoved back: supper is still on the long tables, benches are knocked over, the chandelier lies on the floor, the hearth glows, and on the high table someone has lit fresh candles. Candles still burn in two tower windows; the third window glows a cold green, and pale wisps drift in the grass, in the ditch and over the well.

What's inside: 154 static meshes, 145 of them in 9 categories plus the demo's land, sky and mist

  • Walls & towers (22): curtain walls plain (three), with an arrow slit, broken and open for the stair; a stair, a worn stair and a landing; three cobbled 4 m ground tiles; the round tower foot, the walk storey, two walk-end storeys, a walk storey and a walk-end storey with a candle-lit window, a storey with a ghost-lit window, the crenellated top, the cone roof whole and broken.

  • Hall modules (17): three hall floors, the 4 m dais, hall walls (two and a buttressed one), two windows, the 4 m door and its leaf, the west and east gables, a roof truss and slate roofs (two and one with a hole).

  • Gate & bridge (6): the gatehouse, the portcullis, a gate leaf and a torn one, the 4 m bridge, a drawbridge.

  • Great hall props (19): long tables standing and overturned, two supper settings (trenchers, bowls, loaves, water jugs), bowls, a bread basket, a jug, a cauldron, chairs standing and fallen, the lord's chair, benches standing and overturned, the door barricade, a runner rug, wall shields, a tapestry, house banners whole and torn.

  • Fire & lights (22): candle groups small, medium, large and cold, a candle stand, a candelabrum, lanterns lit and off, sconces lit and cold, wall torches lit and out, braziers and brazier stands lit and cold, fire logs, a chandelier and a fallen one, a hanging chain, two glowing wisps.

  • Courtyard (22): bucket, shovel, rope coil, small chest, crates closed and open, barrels standing, open, lying and broken, grain sacks, a hay bale and a hay pile, firewood, a chopping block, a bedroll, a trough, a ladder, a hitching rail, the well, a cart and a hay cart.

  • Garrison & smithy (9): dropped arms, an anvil, a grindstone, a training dummy, an archery butt, a spear rack, the alarm bell, a lean-to, scaffolding.

  • Ground & nature (21): moss patches, puddles, dry grass, dead bushes, small rocks, ivy (two each), three large ivy blankets for wall faces, three dead trees, three cliff rocks.

  • Debris (7): rubble scatters, rubble blocks, rubble falls small and large, broken planks, a spilled supper.

  • Land, sky and mist of the demo (9): the crag with the road, the valley floor, the near hills, two mountain ranges, the moon disc, the mist sea and two ground mist sheets (16 m and 48 m).

The House of Thornhold, its arms (a white key in a ring of thorns on crimson) and every banner are invented; all patterns and textures are drawn by our own procedural tools. No real coats of arms, no religious symbols, no blood, no bodies.

Two maps

  • L_Castle_Demo: one connected castle on a crag of about 80 × 90 m, with a route to walk: up the road to the bridge, through the gatehouse into the courtyard with its well, smithy and training corners, up the stair onto the curtain walks and into the towers, then into the great hall with its supper tables, the dais and the hearth. Real-time Lumen, a low full moon over a starry, cloudy sky, mountain ranges fading into the night haze, a sea of mist in the valley and ground mist in the ditch, lit tower windows, torches at the gate, wisps, braziers, the hearth and candles. Press Play to walk through.

  • L_Overview: every mesh laid out by category with name labels on a 1 m grid.

Materials you can tweak

8 master materials (the surfaces, glass, glow, the sky, the backdrop ranges, the mist and the overview grid) and 57 material instances. The surface instances expose tint, tiling, edge wear, height-based grime, dust, moss, macro variation, a detail normal for close-ups and a roughness override; the flames, embers, windows and wisps have a glow strength; the mist sheets have density, scale, drift speed and soft fades, the backdrop ranges their haze colours. The castle stone takes world-space tiling, so neighbouring walls, towers and the gatehouse continue each other.

Game-ready

  • Collision: per-poly (complex as simple) on 51 architecture pieces (curtain walls, towers, the gatehouse, the portcullis, the bridge and the drawbridge, hall walls, gables, floors, the dais, roofs and trusses, stairs, ground tiles, the scaffold and the lean-to, the cliff rocks, the dead trees and the crag), so the gate, the doors, the stairs and the walks stay walkable; simple collision on 45 props (13 single hulls and 32 convex decompositions for tables, benches, carts, the well, barrels and other concave pieces); none on 58 (candles, lanterns, torches, banners, the tapestry, the chandeliers, tableware, ivy, grass, moss, puddles and other small dressing, the wisps, the distant land, the mist and the moon).

  • LODs on 46 meshes (36 with LOD0–3, among them the large ivy and the backdrop ranges; the banners, the tapestry, the chandeliers, the ivy, the dead bushes and the fire logs stop at LOD1, where thin parts would break); architecture and small pieces have a single LOD.

  • Lightmap UVs on every mesh, in UV channel 1.

  • No Nanite needed. All lights are movable, so there is no light baking.

  • One download for Unreal Engine 5.1 to 5.8. It is content only: no code, no plugins.

UEFN version

  • The listing also has a UEFN Source format: the same 154 meshes, materials and procedural textures as a UEFN project, made and validated in UEFN 42.40.

  • One island holds the walkable demo castle, from the road to the great hall, and a catalog of every mesh. Complex meshes have up to 4 LODs, and every LOD0 is under the UEFN limit of 30,000 vertices.

  • The catalog has no name labels, because UEFN does not accept text actors.

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