Home art is everything drawn for Hearth, the player's home base. The user asked for an open space like the home base in Cult of the Lamb. The background holds only what never moves. Buildings, residents and projects are separate runtime sprites.
The map: H15#
- H14 (approved 30 October) took the Glade's greens and hid every tree's "roots", which read as roots from above.
- H15 (31 October) draws home layout A from Claude B's doc 30, which the user approved that day: three home neurons (north, west and east) feed a rosette junction on the hearth's axis, with the delivery tray below it. The neurons were then given yards, "as if they had moved in" (
254c44dd9). - Neurons are the existing character sprites standing at runtime, never new Blender cells. The user rejected the first Blender neurons as "monstrous".
Neuron lines#
On 1 November the user moved the neurons' lines, rosette, collars and crossing to the character-art session: "they are related to character art, not related to environment". Preview p004 draws each line as its neuron's own axon, using Codex's k004 neuron kit. It tapers out of the sprite's base, runs at 2 px, and has the neuron's dark outline and a ground shadow. The user approved it ("Yes, looks right"; art 4ebcfeb5, record a7a1f6b2).
Rules learned on the way: a line must visibly join its neuron, use the neuron kit and not the microglia rope, and lie on the ground, never under the paths.
Growth lines#
- G1 and G2 (preview p005) are the lines added as the home grows. They merge into the east and west lines beside the tray instead of meeting at the knot. In four blind rounds, two lines from the south framed the tray in a suggestive way. The user approved them on 2 November ("Yes, they work",
99fd3fec). - Proposed The dashed "under preparation" state (
16c9aab4,preparing1andpreparing2) reads blind as "planned, not yet built". It waits for the user's look and must not be promoted with the approved lines.
Runtime pieces#
| Piece | Status |
|---|---|
Arbor, Nook and Relay Node, base and upgraded (e44aee858) | Approved; installed |
Outing podium by the exit (fb78805c8) | Approved; installed. See Hearth podium |
Delivery tray, stocked, empty and glint (247900c74) | Installed |
Scorch marks, fresh and fading (528a2683) | Approved 2 November ("Approve as is") |
A blind reviewer read the Nook as an eye, and another read H15's peach yard stones as slightly anatomical. Both are approved art, so they went to the user as flags, not changes.
Development#
- In the alpha:
SOURCES.jsonlists H15's six layers, the p004 lines, the growth pieces, the buildings, the podium and the tray. The lead's report says the later growth art is packaged but stays behind its story gates. - Not yet: the Hearth disturbance lifecycle (Ready, struck line, scorch) waits for Claude A's retuned boards.
Gallery#





See also#
Sources#
b89f778c2:src/main-game/game/art/SOURCES.json5ed726064:art/environment/blender-study/hearth-grove/README.md16c9aab43:art/characters/hand-drawn/reviews/hearth-axons-p005/README.md5ed726064:art/environment/blender-study/hearth-grove/scorch/README.mdb89f778c2:docs/ops/agent-messages/2026-11-02-lead-reconciled-game-integration.md- docs/ops/agent-messages/2026-11-02-lead-full-project-reconciliation-audit.md (working copy, not in Git)
- docs/ops/agent-messages/2026-11-01-claude-workstreams-todo.md (working copy, not in Git)
What links here (31)
- Art direction
- Astro VFX
- Build VFX
- Care VFX
- Character sprites
- Encounter backgrounds
- Environment art
- Flow
- Hearth Grove
- Hearth podium
- Home VFX
- Icon labels
- Inventory HUD
- Movement VFX
- Orders VFX
- Palettes
- Panels VFX
- Places dialog
- Pressure front VFX
- Pull and Glide VFX
- Quest scroll
- Quests VFX
- Run HUD
- Studios interior
- Survey VFX
- Tendrils
- Threadway 3D scene
- Typography
- Vessel VFX
- VFX
- Ward VFX