Every third-party asset in the game is listed here with where it came from and its licence. Nothing comes from
Studio Ghibli, Abeto or any other copyrighted game or film. Characters, buildings, the planet, the story and the
audio are original. They are made procedurally in code (© Avicely).
Shipped files are re-encoded (WebP, resized, meshopt-compressed). The build pipeline is in scripts/build-textures.py
and scripts/build-rock-glb.mjs. The original downloads are kept in assets-src/.
Licence: CC0 1.0 Universal (public domain), https://polyhaven.com/license. Each texture uses its diffuse, normal (GL)
and roughness maps at 1k.
| Used for | Asset | Source page | Downloaded file |
|---|---|---|---|
| boulders on hills, coast and river banks (instanced) | Namaqualand Boulder 02 | https://polyhaven.com/a/namaqualand_boulder_02 | https://dl.polyhaven.org/file/ph-assets/Models/gltf/1k/namaqualand_boulder_02/namaqualand_boulder_02_1k.gltf (+ .bin and 1k textures) |
Processing: welded and decimated from about 98k to about 1.1k triangles with meshoptimizer. Textures were resized to
512 px WebP and the mesh was meshopt-compressed, all with gltf-transform.
| Used for | Asset | Source page | Downloaded file |
|---|---|---|---|
| leaf-cluster cards for every tree, bush, bamboo and sakura canopy | Leaf 001 | https://ambientcg.com/view?id=Leaf001 | https://ambientcg.com/get?file=Leaf001_1K-JPG.zip |
Licence: CC0 1.0, https://docs.ambientcg.com/license/. The cluster texture is made by copying the leaf (colour +
opacity maps) about 170 times at random sizes and angles (scripts/build-textures.py).
Licence: MIT, © 2010–2025 three.js authors, https://github.com/mrdoob/three.js/blob/dev/LICENSE.
| Used for | Asset | Source |
|---|---|---|
| water surface normal map (sea, river) | waternormals.jpg | https://raw.githubusercontent.com/mrdoob/three.js/r180/examples/textures/waternormals.jpg |
| daytime sky (Preetham model), blended with the game's own dusk/night palette | Sky.js | https://github.com/mrdoob/three.js/blob/r180/examples/jsm/objects/Sky.js (bundled from the three npm package) |
| post effects on High: GTAO, bloom, output pass; glTF loader; meshopt decoder | GTAOPass.js, UnrealBloomPass.js, OutputPass.js, GLTFLoader.js, meshopt_decoder.module.js | three r180 examples/jsm (meshopt decoder © Arseny Kapoulkine, MIT) |
Geist Regular and SemiBold, © Vercel, SIL Open Font License 1.1 (see GEIST-LICENSE.txt next to the game).