
What's in the pack
154 PS1-style horror textures, each drawn at 64x64 and 128x128: concrete, brick, hospital and bathroom tiles, damp wallpaper, asylum padding, lockers, morgue drawers, a flesh wall, rotten wood, rusty metal, chain-link fences, linoleum, stained carpet, wet stone, dirt, bark and night grass, ceilings, doors, windows, signs, crates and barrels, 17 decals with alpha and a night sky. Low-res, 15-bit colour with dither, crisp pixels: the look of 90s survival horror, ready for Godot, Unity, Unreal or Blender.
Licence in one line: use them in any personal or commercial game; do not resell the textures.
What you get
- 154 textures x 2 sizes = 308 PNG files (the 154 include a 4-frame TV static loop). The 128 px version of each texture is drawn again with more detail, not upscaled.
- 91 seamless textures for walls, floors and ceilings, and 29 of them come as a clean and a dirty version (grime, drips, damp, rust or blood), so a level can go from abandoned to worse.
- 10 doors (wood, rotten wood, metal, rusty metal, hospital clean and bloody, cell bars with alpha, boarded, red painted, elevator) at 64x128 and 128x256, 5 windows (dark, lit with a figure behind the curtain, broken, boarded, barred) and generic signs (EXIT, NO ENTRY, KEEP OUT, WARD B, MORGUE, STAFF ONLY, HELP, room numbers 1-16, a warning plate).
- 17 decals with cut-out alpha: blood splatters, drips, GET OUT written in blood, handprints, footprints, cracks, claw scratches, bullet holes, grime, water stains, mould, a corner cobweb and three original occult symbols.
- Props: crate faces (wood and metal), barrel side and top, a vent, a fuse box, a drain cover, a cracked mirror with a figure in it, a stained mattress, a tombstone, an old bookshelf and a 4-frame TV static loop; a picket fence with alpha gaps and roof shingles for outside.
- 264 normal maps for every opaque texture (OpenGL style, like Godot and Blender).
- Atlases of all seamless textures at 64, 32 and 16 px per cell with JSON: they load straight into tile-based 3D editors such as our Gridwright Tile Modeler.
- A Godot 4.3+ demo project: a hospital corridor, a boiler room and a night yard built from the 64 px textures, with a PSX shader you can reuse (nearest texels, vertex snapping, optional affine warp). The build rendered all three scenes in Godot 4.7.2.
textures.jsonlists every texture with its category, size, files and whether it tiles.
Why these
- Proven seamless: the build renders every seamless texture again moved by half its size and compares it pixel for pixel with the original. Identical means no seam.
- The authentic look: 15-bit colour (5 bits per channel) with a 4x4 ordered dither, like the PS1 drew it.
- Two real sizes: 64 px for the authentic look, 128 px when the camera gets close.
- Clean and dirty pairs of the same wall or floor, and decals to break up repetition.
What it does not include
No 3D models (the demo builds its rooms from simple quads and boxes), no characters, no sounds, no PBR roughness or metallic maps, no photo-real textures.
Licence
Use and modify them in personal and commercial games and apps, and ship them inside your game. Do not resell or redistribute the textures themselves. Credit is appreciated, not required. Not for AI training or NFTs.
How it was made
Every texture is drawn by code (Python): periodic noise, brick, tile and plank layouts, stone cells, masks for doors, signs and decals, then reduced to 15-bit colour with a dither. No photos, no scans, no image generator. The code was written with AI-assisted tools, which is why the page is tagged AI Assisted. "PSX" and "PS1" describe the style only.
