Who we are.

Horror specialists. Nothing else.

Built by horror people, for horror production.

Horror game dev and VFX have a real asset problem. The major kitbash marketplaces are built around generic-use props: office chairs, city blocks, forest scenery. Retrofitting that for horror takes hours of work on top of whatever you paid.

We set out to close that gap. Every pack we ship is designed from the ground up for horror context: the right weathering, the right material physics, the right scale for a body to be dragged through a door.

Scene-coherent sets. Genre-accurate details. Real engine compatibility. That's the whole mission.

Horror 3D asset work in progress

How we work.

01

Horror-only scope

We don't make general-purpose asset packs. Every decision is filtered through one question: does this belong in a horror scene? If not, it doesn't get made.

02

Real production constraints

Mesh budgets, LOD variants, PBR texture atlases — we build for the same constraints you're actually working in, not for a portfolio render.

03

Sets, not scatters

Every asset in a pack ships designed to coexist with the others. Same era. Same material logic. The visual world holds together when you mix pieces.

Ready to build something horrifying?

Six packs, production-ready, available now.

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