What's in the pack
A pixel art isometric post-apocalyptic kit: 402 pieces on the exact 32x16 diamond grid of Gridwright Isometric Tiles and Isometric City: ruined buildings of any size and height from a storey kit in 4 facades, broken tops that end a building in jagged walls, 15 wrecks in 4 directions, a survivor base with walls that join, tents, a watchtower and fires that burn, toxic sludge that bubbles and glows, rubble and dead trees. Every standing piece has its own shadow sprite. For zombie and survival games, post-apocalyptic RPGs, base builders, tactics and strategy games.
Licence in one line: use it in your commercial games; do not resell the files. No credit required.
Build scenes with this pack: every piece of it is in the Gridwright Isometric Builder, a map builder in your browser with all our isometric packs, which exports PNG, GIF, Tiled and Godot scenes.
What you get
- The ruined storey kit (60 pieces): red brick, cream stucco, grey concrete and a glass office facade, each with 7 ground-floor pieces (broken windows, boarded windows, a broken door on either side, a smashed shop front with its shutter half down, a hole on either side) and 6 upper-floor pieces (broken, boarded, burned with soot over the windows, a hole on either side, blank). A storey is one cell and 20 px tall: stack them to any height and fill any shape of cells, and they become one building. Boarded windows also come lit from inside, for survivor hideouts at night.
- Broken tops and roofs (80 pieces): 64 broken tops, 16 joins for each facade, with jagged walls along every open side round a floor of rubble, so a building can end in a ruin of any size; 16 dirty roofs with puddles and a broken parapet in 16 joins; 6 rooftop props (a rusty air conditioner, water tank, antenna, vent pipes, satellite dish, solar panels).
- Wrecks (60 sprites): rusty sedans in 3 colours, hatchbacks in 2, a van, a pickup, a police car, an ambulance, and two cells long a bus and a truck, with shattered glass and flat tyres; burned-out shells of a sedan, a hatchback, a van and a bus. Each in 4 directions, never mirrored (the light stays on the left), with the lane offset in the JSON.
- The survivor base (52 wall pieces, 37 camp pieces): scrap-metal walls, sandbag walls and barbed-wire fences that join by themselves (16 pieces each), a scrap gate shut and open for both axes; blue and green tents, a scrap shack, a watchtower, a tarp shelter, a campfire and a burning barrel (4 frames each), a rag flag that waves, a generator, a water tank, rain barrels, a solar panel, a garden bed, a workbench, a bedroll, supply crates, a plank barricade, a steel hedgehog and concrete road barriers.
- Debris and dead nature (33): rubble piles in 3 sizes, a broken slab with rebar, a broken wall, pipes, trash bags, a tyre pile, a shopping cart, drums (rusty, toxic, blue), a toxic spill and toxic mushrooms that glow (4 frames each), a warning sign, dead and burnt trees, a burnt stump, a dead bush and weeds.
- Ground (31 blocks, 7 floors, 19 road pieces, 17 details): cracked pavement, cracked asphalt (2 px lower, so the kerb shows), rubble, dead grass, mud, dust and scorched earth; toxic sludge that bubbles (4 frames); faded road markings in 15 pieces by neighbour mask with crossings and parking bays; cracks, potholes, puddles, oil stains, scorch marks, scattered debris and dead leaves as overlays for any block.
- 140 shadow sprites: nothing is baked into the art; each standing piece has its own shadow with the same anchor.
Made to drop in
- The same grid and storey height as our other isometric packs: 32x16 diamond, 16 px blocks, 20 px storeys, every file a multiple of 16 px. It mixes with Isometric City (intact buildings, roads, cars, street lamps) and Isometric Tiles (water, trees, more ground); survivors and zombies to walk in it are in Isometric Character Creator and Isometric Monsters (all sold separately).
- One JSON for everything (isometric.json): footprint, anchor, height, facing, road, roof, broken-top and wall joins, storey types, lane offsets and frames, plus the placement formula, the stacking rule and the draw order in the README.
- Clear names: storey_brick_ground_hole_se.png, storey_concrete_upper_boarded_lit.png, ruin_glass_06.png, road_11.png, wreck_police_car_ne.png, scrap_wall_05.png, campfire_f3.png.
- Single PNGs and sheets at 1x, 2x and 3x, and the palette (.hex, .gpl).
- The district in the screenshots was put together from these same sprites only.
What it does not include
No characters or zombies (see our isometric character and monster packs), no interiors or furniture, no intact buildings or street lamps (see Isometric City), no water or rivers, no sloped roads or bridges, no blood or gore, no RPG Maker sheets and no engine project files (the README gives the placement formula and the draw order). The night look in the screenshots is a darkening shader over the lit sprites. The art is drawn at 1x; the 2x and 3x files are scaled copies.
Licence
Use and modify in personal and commercial projects. Shipping the tiles inside your game is fine. No resale or redistribution of the assets, modified or not. Credit is appreciated, not required. Not for AI training or NFTs.
How it was made
Every piece is drawn by code: a small ray caster draws each block, storey, wreck and prop from simple solids on the exact 2:1 grid, lights it from the left and bands it onto 6-tone colour ramps; the wear (rust, soot, cracks, broken glass) is painted by rules. The code was written with AI-assisted tools. No image generator was used, no third-party art is included, and there are no real brands or places.