assets/ASSET_BUILD_LIST.md
Rebuilt 2026-08-13. The previous version of this file reported rows currently in the CSVs as
though they were the build target. They are not. They are how far the authoring cascade has got.
Every registry below is a partially-populated layer, and several are 1-3% populated. The
requirement comes from the structural canon — 79 nodes, 76 regions, 22 threads, 10 trades × 12
gates, 72 weapons, 34 equip slots, 7 item grades, 67 factions, 33 legendary species, 185 abilities
— and the arithmetic is shown for every line so it can be argued with instead of trusted.
The one distinction that makes this buildable: an ITEM is not a MESH, and a SPECIES is not a
MESH. Seven rarity grades re-treat one base form. A juvenile, an adult and an alpha share one
skeleton. Regional armour variants are material and trim on a shared silhouette. Tens of thousands
of items come off low thousands of meshes, and that ratio is the whole production plan.
---
| category | rows today | canon requirement | driver |
|---|---|---|---|
| Bosses | 284 | ~500 | per-node main boss + sub-bosses + questline capstones + legendary apex + world bosses |
| Creatures | 187 | ~2,000 | 76 regions × a real ecology + realm fauna + folklore beings |
| Named characters | 167 | ~1,500 | per-node cast + faction leadership + trade mentors + fairy court |
| Background NPCs | 0 | ~7,000 | every entity carries a persona; 76 regions × settlements × population |
| Antagonists | 64 | ~240 | House of Velheim operations across 79 nodes + institutional brokers |
| Equipment | 23 | ~30,000 items / ~2,400 meshes | 34 slots × regional material cultures × 7 grades |
| Weapons | 72 | 72 forms / ~6,000 states | 72 locked forms × 12 mastery levels × grades |
| Vril sites | 42 | ~230 | the vril site is the save-recharge-loadout sanctum; density is level design |
| Interiors | 44 | ~900 | 76 regions × enterable structures per settlement |
| Familiars | 22 | 33 | 22 base game, 33 at the post-game Epilogue (LOCKED) |
| Flora | 25 | ~1,200 | 76 regions × biome plant vocabulary + herbalism reagents |
| Environment kit | 225 | ~1,900 | 225 grammar features × per-region material realization |
Locked numbers that are already correct and must never inflate: **72 weapons · 185 abilities ·
22/33 familiars · 33 legendary species · 79 nodes · 22 threads · 12 side questlines · 120 trade
quest gates.** Everything else above is a floor, not a ceiling.
---
| source | count | canon anchor |
|---|---|---|
| main-story boss per node | 79 | T1_Build_Pipeline_Contracts §9: "main story boss encounter per chapter" |
| chapter sub-bosses, ~3 per node | 237 | Pillar 3 hard line — L1 action-packed in EVERY chapter, which wins over the T1_WGM "No combat" labels at Ch 38/52/57 |
| side-questline capstones | 36 | 12 side questlines × 3 |
| trade mastery gates | 20 | 10 trades × the two major gating questlines (5→6, 11→12) |
| legendary species apex encounters | 33 | locked roster |
| environmental bosses | ~20 | the environmental-boss protocol is the playable layer for protected/relief chapters |
| realm apex | 11 | T0_Realm_Ruleset_Registry, 11 rulesets |
| arena / contract / faction targets | ~40 | gladiatorial venue + contract targets are combat content with named opposition |
| Tier A total | ~476 | |
| Tier C world bosses | ~24 | CVD §13.1 — 100-player, categorically separate, MMO-layer |
284 rows today. Gap ≈ 215. Note that 149 of the 284 are unrouted and 42 creature-side rows are
blocked on a body-plan ruling, so the *usable* figure today is lower than 284.
A region needs an ecology, not a bestiary entry. Per region: 1 apex predator, 3 mid predators,
5 herbivores, 4 birds, 3 aquatic, 4 insect/small, 3 domestic/livestock, 2 mounts, 1 scavenger
= 26 species.
beings from the culture's own tradition, plus its fairy-tale lore) ≈ 5 × 76 = 380, of which
roughly half double as boss-class
Species ≈ 2,100–2,400. Base meshes ≈ 2,000. Skeletons ≈ 40 once a body-plan taxonomy exists
(quadruped-digitigrade, quadruped-unguligrade, biped-avian, serpentine, arachnid, cephalopod,
insectoid-hexapod, and so on). 187 rows today. Gap ≈ 1,900.
The 42 rows tagged NEEDS_CANON_BODY_PLAN plus 7 PROVISIONAL are the leading edge of this, not an
edge case — at 2,000 species the body-plan taxonomy is the single highest-leverage canon artifact
in the whole 3D lane, because it decides how many skeletons and rig sets exist.
| source | count |
|---|---|
| per-node cast, ~12 named per node (allies, quest-givers, community, trade contacts) | 948 |
| faction leadership, 67 factions × 3 | 201 |
| trade mentors across the 120 quest gates | 120 |
| side-questline casts, 12 × 8 | 96 |
| companions, familiars' bonded NPCs, best friend, healer's child | ~40 |
| fairy realm cast — Elven King, court, Realm War participants (Pro, Ch 1, Ch 70-77) | ~80 |
| total | ~1,485 |
167 rows today. Gap ≈ 1,320. Of the 1,500, only the fairy-realm ~80 carry pointed ears.
Standing canon: every entity has a persona, a life, a job and relationships, and killing one ripples
through the community. That is a *data* requirement at full scale and a *mesh* requirement only at
archetype scale.
Meshes required: ~120. Roughly 8 archetype bodies per region cluster, driven by MetaHuman with
per-NPC variation (face blend, skin tone, groom, outfit swap, height/weight). This is precisely the
category MetaHuman exists to serve, and it is the difference between 7,000 sculpts and 120.
routes the story antagonist
64 rows today. Gap ≈ 175.
The multiplication, stated so the mesh cost is visible:
T0_Equip_Slot_Registry), of which ~14 are visible-on-body armour slots and~20 are jewellery/trinket/seat slots
(T0_Rarity_Grade, item_grade axis). Grades are a visual treatment on a base form, never a
new mesh
bracelet's material changes, not its form
Mesh arithmetic: 14 visible armour slots × ~30 regional armour vocabularies = 420 armour meshes;
20 small slots × ~40 distinct forms = 800 small meshes; consumables, tools, trade goods,
reagents, quest items ≈ 1,200. Total ~2,400 meshes.
Item arithmetic: 2,400 forms × 7 grades × material tiers ≈ 30,000+ item entries, before the
gear-imprint rune lane, which is sigma-bounded stat rolls on an existing item and costs zero
mesh.
23 rows today. This registry is effectively unbuilt, and it is the largest single authoring gap
in the corpus.
72 is LOCKED (36 Brute + 36 Trickery/Sorcery) and correct. But a weapon is not one asset:
transformative upgrade that does not change the weapon's appearance is a wasted gate
Lane B instances
72 forms × 12 mastery states = 864 appearance states; × grades and imprint treatments ≈
6,000 item entries. Mesh work: 72 hero forms + ~200 variant/upgrade meshes. Cheapest volume
in the project per asset, no identity problem — the right place to prove the pipeline.
Per the combat addendum §14, a vril site is the **save point, the vril recharge, and the loadout
sanctum**. That makes density a level-design requirement rather than a lore count: a region with
three vril sites is a region with three save points.
76 regions × 3 = 228, plus the 6 Vimana coordinates and the realm-side sites.
42 rows today. Gap ≈ 190.
faction halls) = ~900. 44 rows today, and T0_Dwelling_Registry holds 2.
25 rows today.
---
Meshes Josh actually has to build: ~7,000–8,000, not 905. Broken down by how they get made:
| lane | meshes | route |
|---|---|---|
| creatures | ~2,000 | image_to_3d from design-sheet plates; ~40 shared skeletons |
| equipment + weapons | ~2,700 | text/plate-conditioned; no identity constraint; highest throughput |
| flora + environment kit | ~3,100 | kit-piece and scatter work, heaviest reuse |
| interiors | ~900 | modular kit assembly, not per-interior sculpting |
| named characters | ~1,500 | MetaHuman + per-character head; the fairy ~80 take the ear sculpt |
| bosses | ~500 | hero-tier; many are creature or character meshes re-dressed |
| background NPCs | ~120 | MetaHuman archetypes × runtime variation |
| protagonist | 7 rungs | CHAR_0001 age ladder, head + body per rung |
The number that matters is not the total — it is that **~5,700 of these have no identity bar at
all**. Equipment, flora, environment and interiors are pure throughput work where a good result is
a good result. Only the ~2,100 character-and-boss meshes carry a likeness constraint, and only 7 of
those are the protagonist.
Rows I have to author before any of it can be built: ~13,000+, against ~1,100 mesh-bearing rows
that exist. That is my side of the split and it is the real bottleneck — a mesh cannot be built for
a creature that has no design sheet, and 1,900 creatures have none.
---
1. The creature body-plan taxonomy. Not 42 blocked rows — the ruling that decides how many
skeletons exist across 2,000 species. Highest leverage artifact in the lane.
2. CHAR_0001, seven rungs. Everything in the slice stages behind the protagonist existing.
3. Weapons, 72 forms. Cheapest per asset, no identity problem, proves the pipeline on volume.
4. The slice creatures and bosses (Prologue → Ch 13), against a populated roster rather than
the 152/52 that current rows happen to contain.
5. One MetaHuman end-to-end, before 1,500 rows queue behind an unmeasured cloud round-trip.
The browser Creator sunsets 2026-11-05; the in-engine route is the survivor.
---
For every row above, from the canon rather than from chat:
critic-gated.
adjectival. Every place I wrote "smaller" or "low-rise" instead of "two inches below the navel",
the model ignored it.
Learned expensively over 2026-08-12/13:
input, and the model invented backgrounds — brick walls, in the measured case — because it had to
guess what was subject.
face-heights below the chin produce a torn chest, because the reconstruction tears where the
views disagree.
doll's garment is a liability: whatever it covers becomes body geometry made of cloth, and every
equipment layer inherits it.