The two supplied images are preserved in references/ for internal visual-direction review only. Their provenance and reuse license are not known, so they must not be distributed as project artwork or copied into the game.
- Project copy:
references/factory-map-pixel-art-reference.png - Original attachment:
codex-clipboard-26e369db-4066-458e-810d-81dea957aea7.png - Observed resolution: 1168 × 776 pixels.
- Useful direction: chunky top-down machinery; approximately tile-scaled connectors; clear silhouettes; cool dark steel palette; small warm/cyan status lights; smoke cycles; framed handheld-like interface; bottom resource strip; dense but readable automation.
- Do not copy: exact machine shapes, map layout, title lettering, resource icons, enclosure design, or pixel clusters.
- Project copy:
references/asteroid-impact-pixel-art-reference.png - Original attachment:
codex-clipboard-3acb098e-5ca6-4af9-89f9-d8c43ed2f5eb.png - Observed resolution: 1168 × 776 pixels.
- Useful direction: diagonal approach; dark core against a white-hot rim; four-step orange trail; blocky debris; strong hot/cool contrast; city silhouettes; light spilling across terrain; cinematic scale created with value and composition.
- Do not copy: exact asteroid shape, skyline, impact composition, color placement, or pixel clusters.
- Normal play should be quieter and cooler than the catastrophe so the warning palette has somewhere to go.
- Economic depth should come from visible material flow, counters, faction changes, and timing—not tiny visual detail.
- The map must remain legible at native scale; decorative pixels cannot obscure inputs, outputs, roads, or construction footprints.
- The catastrophe may temporarily overwhelm normal readability, but warnings and controls remain clear until the authored cinematic begins.
These files are reference material only. Before public distribution, confirm the attachments may remain in the repository or remove them from release packages. All shipped artwork must be original or appropriately licensed.