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📖 API Documentation

Canonical API reference for Grudge Studio ObjectStore — game data, map families, home-island foundations, and R2 nature assets. JSON under api/v1/; binaries on assets.grudge-studio.com.

Overview

The ObjectStore API provides read-only access to all static game data for Grudge Warlords. This includes:

💡 Perfect for AI Agents

This API requires no authentication and returns JSON data. Ideal for building game companions, crafting calculators, or AI-powered assistants.

🏝️ Home islands (2026-07)

Player islands use Driftwood Bay / Ironfang Spire foundations. Nature scatter bans Quaternius megakit — see Nature Assets. Live play scale is always 1024 m world diameter, 2.0 m character.

Base URL

https://info.grudge-studio.com/api/v1/

Docs UI: https://info.grudge-studio.com/docs. JSON endpoints are relative to /api/v1/. For example:

GET https://info.grudge-studio.com/api/v1/weapons.json
GET https://info.grudge-studio.com/api/v1/home-island-contract.json
GET https://info.grudge-studio.com/api/v1/map-registry.json

Mirror: https://molochdagod.github.io/ObjectStore/api/v1/ · CDN binaries: https://assets.grudge-studio.com/

Data Architecture — What Controls What

ObjectStore (this repo) is the single source of truth for static game definitions (items, skills, maps contracts). Player state is a different SSOT — see Creation of Truth.

  • ObjectStore JSON (api/v1/master-*.json) — canonical item definitions, skills, weapon skills, recipes, materials, tiers. Every entry has a GRUDGE UUID. Served at info.grudge-studio.com/api/v1/ and objectstore.grudge-studio.com/api/v1/.
  • R2 CDN (assets.grudge-studio.com) — binary files only: GLB/GLTF models, PNG icons, textures, audio. Served by the r2-cdn Worker with CORS *. Never commit large GLBs to git — upload to R2.
  • Railway Postgres (grudge-api-production-0d46) — player-state SSOT: characters, account bag, inventory, wallet, professions, home_islands. Not D1, not Supabase, not Puter KV alone.
  • D1 asset_registry (grudge-assets-db) — searchable index for 3D models only (category, R2 key, bones). Prefer assets.grudge-studio.com/{r2_key} for binaries; D1 is an index, not player data.
  • ObjectStore D1 (grudge-objectstore) — icon search index + catalog metadata. API: objectstore.grudge-studio.com/api/v1/icons/*.
  • info.grudge-studio.com — public browsable docs + JSON for all definition data (this site).
  • Game APIhttps://grudge-api-production-0d46.up.railway.app (or same-origin /api/* on client.grudge-studio.com). Island state: GET/PATCH /api/island/*. Do not treat api.grudge-studio.com as auth or character SSOT.

GRUDGE UUID links everything: SKIL-...(skill)prefab.vfxRefR2 path. Game client resolves UUIDs via the ObjectStore API at runtime.

3D GLB binaries are a separate stack from ObjectStore JSON — see 3D Storage & CDN for R2 URLs, D1 asset_registry, and Forge builtin: keys. Do not use /api/v1/asset-registry.json for live GLB lookup.

Icon & Asset Paths

All icon URLs in JSON data use relative paths (e.g. /icons/weapons/Sword_01.png). Each file also has a stable ICON-* UUID in icon-registry.json. Browse visually at Icon Library or resolve at runtime via grudgeSDK.resolveIconUrl().

Prefab Connection Fields

Every weapon skill has a prefab block for game engine wiring:

"prefab": {
  "modelRef": null,        // GRUDGE UUID → GLB model on R2
  "vfxRef": null,          // GRUDGE UUID → VFX effect on R2
  "impactRef": null,       // GRUDGE UUID → impact particle
  "animationClip": "2h_slash", // animation clip name
  "soundRef": null,        // GRUDGE UUID → audio on R2
  "projectileRef": null,   // GRUDGE UUID → projectile model
  "cameraShake": null      // camera shake profile
}

Fields are null until assets are created and wired. Game client skips null refs gracefully.

Authentication

No Auth Required

The ObjectStore API is completely public. No API keys, tokens, or authentication headers are needed. Simply make HTTP GET requests to any endpoint.

⚠️ Player Data (not this API)

ObjectStore only serves static definitions. Player data (characters, inventory, bag, island seeds, wallet) is Railway Postgres via Grudge ID JWT — never Supabase, never ObjectStore JSON writes. See Creation of Truth, Production Wiring, and Database Schema.

Creation of Truth (SSOT hierarchy)

Agents and apps must create and resolve truth from the owning source — not from previews, Puter caches, or competing hosts.

Truth kindSource of truthHow to create / writeHow to read
Item / skill / recipe definitions ObjectStore api/v1/* PR into ObjectStore → publish Pages / R2 catalogs info…/api/v1/ or objectstore…/api/v1/
3D / audio binaries R2 assets.grudge-studio.com Upload + optional D1 asset_registry seed CDN URL (preferred) · D1 index for search only
Account identity id.grudge-studio.com Login / register / guest / bridge → JWT Bearer JWT · bootstrap grudge-game-bootstrap.js
Characters · bag · wallet · home island Railway Postgres via grudge-api-production-0d46 Authenticated POST/PATCH /api/characters, /api/account/*, /api/island/* Same-origin client…/api/* or Railway absolute URL
New Warlords hero mesh/slots character.grudge-studio.com (Foundry) Create-only funnel → save character on Railway Return to play client with characterId (not stay on Foundry)
Live play UI / open world Vercel grudge-builder Deploy from GrudgeBuilder main Primary: client.grudge-studio.com · alias grudgewarlords.com

Warlords create → play funnel (only this)

id.grudge-studio.com/login?redirect_uri=https://client.grudge-studio.com/auth/callback
  → client.grudge-studio.com/home  (hub; roster from Railway)
  → empty roster: Create hero → character.grudge-studio.com (Foundry create)
  → save → return client /airship?characterId=&from=gcs
  → /home-island | /play | /tutorial | lobby with that characterId
  → definitions: ObjectStore JSON · meshes: assets CDN
Do not treat as Warlords SSOT
  • water.grudge-studio.com (Tactical Infinity / “Tethical”) — second home-island app; not the client play funnel.
  • warlord-genesis.vercel.app + genesis API — separate MOBA product.
  • open.grudge-studio.com — combat sandbox (Open), not Warlords hub.
  • rts-grudge.vercel.app when aliased to Warlords SPA — RTS must not steal this host from Warlords or vice versa.
  • grudge-builder Vercel aliases on id.grudge-studio.com — auth must stay off the game project.
  • Supabase, Puter KV alone, localStorage — never player bag/XP/roster SSOT.
  • Silent redirect of /play//tutorial//airship to empty /heroes without a create path — funnel failure.
GET /api/v1/warlords-production.json

Machine-readable Warlords production SSOT (fleet hosts, create funnel, cut list). Markdown: WARLORDS-PRODUCTION-SSOT.md.

Weapons Endpoint

GET /api/v1/weapons.json

Returns all weapon definitions organized by category. Each weapon includes stats, abilities, lore, and crafting requirements.

Response Structure

{
  "version": "1.0.0",
  "generated": "2026-02-12T00:00:00Z",
  "categories": {
    "swords": {
      "craftedBy": "Miner",
      "category": "1h",
      "items": [
        {
          "id": "sword-bloodfeud",
          "name": "Bloodfeud Blade",
          "type": "Sword",
          "lore": "Forged in endless clan blood feuds",
          "stats": {
            "damageBase": 50,
            "damagePerTier": 12,
            "speedBase": 100,
            "critBase": 3
          },
          "basicAbility": "Vengeful Slash",
          "abilities": ["Blood Rush", "Iron Grudge", "Clan Charge"],
          "signatureAbility": "Crimson Reprisal",
          "passives": ["Bloodlust", "Swift Vengeance", "Deep Cuts"]
        }
      ]
    },
    "axes": { ... },
    "daggers": { ... },
    "spears": { ... },
    "maces": { ... },
    "hammers1h": { ... },
    "hammers2h": { ... },
    "greatswords": { ... },
    "greataxes": { ... },
    "bows": { ... },
    "crossbows": { ... },
    "guns": { ... },
    "fireStaves": { ... },
    "frostStaves": { ... },
    "holyStaves": { ... },
    "lightningStaves": { ... },
    "arcaneStaves": { ... },
    "tomes": { ... }
  }
}

Weapon Categories

CategoryTypeCrafted ByCount
Swords1-HandMiner6
Axes1-HandMiner6
Daggers1-HandMiner6
Spears2-HandMiner6
Maces1-HandMiner6
Hammers (1H)1-HandMiner6
Hammers (2H)2-HandMiner6
Greatswords2-HandMiner6
Greataxes2-HandMiner6
BowsRanged 2HForester6
CrossbowsRanged 2HEngineer6
GunsRanged 2HEngineer6
Fire StavesRanged 2HMystic6
Frost StavesRanged 2HMystic6
Holy StavesRanged 2HMystic6
Lightning StavesRanged 2HMystic6
Arcane StavesRanged 2HMystic6
TomesOff-handMystic12

Equipment Endpoint

GET /api/v1/armor.json

Returns 150 armor items (6 sets × 8 slots × 3 material types + gems) with stats, procs, and set bonuses.

Materials Endpoint

GET /api/v1/materials.json

Returns all crafting materials including ores, wood, cloth, leather, gems, and magical essences.

Material Categories

CategoryGathered ByTiers
OreMinerT1-T8
IngotsRefinedT1-T8
WoodForesterT1-T8
PlanksRefinedT1-T8
ClothMysticT1-T8
LeatherForesterT1-T8
EssenceMysticT1-T8
GemsMinerT1-T8
InfusionsVariousT1-T5

Armor Endpoint

GET /api/v1/armor.json

Returns armor sets organized by profession and type.

Armor Sets

ProfessionTypeSets
MinerMetal PlateGuardian, Berserker
ForesterLeatherStalker, Brawler
MysticClothScholar, Archmage
EngineerMechMechanist, Inventor

Each set contains 6 pieces: Head, Chest, Legs, Hands, Feet, Shoulders.

Consumables Endpoint

GET /api/v1/consumables.json

Returns all consumable items including foods, potions, and engineer utilities.

Consumable Types

TypeProfessionCountEffect
Red FoodsChef30Attack/Damage buffs
Green FoodsChef30Regen/Healing buffs
Blue FoodsChef30Mana/Magic buffs
PotionsChef/Mystic30Combat effects
Engineer ItemsEngineer12Utility/Explosives

Skills Endpoint

GET /api/v1/skills.json

Returns weapon combat skills with tooltips, cooldowns, and damage formulas.

{
  "skills": [
    {
      "id": "vengeful-slash",
      "name": "Vengeful Slash",
      "weaponType": "Sword",
      "slot": "basic",
      "tooltip": "A fierce slash that builds Grudge Mark stacks...",
      "cooldown": 0,
      "manaCost": 0,
      "damage": "100% weapon damage",
      "effect": "Applies Grudge Mark (5% damage amp, max 3)"
    }
  ]
}

Weapon Skills Endpoint

GET /api/v1/weaponSkills.json

Returns 473 weapon skills across 24 weapon types sourced from the Warlord Crafting Suite. Each skill includes an icon path, cooldown, mana cost, effects, and slot assignment.

Response Structure

{
  "version": "1.0.0",
  "totalSkills": 473,
  "weaponTypes": [
    {
      "weaponType": "Sword",
      "skillCount": 18,
      "skills": [
        {
          "id": "sword_vengeful_slash",
          "name": "Vengeful Slash",
          "slot": "Attack",
          "cooldown": 0,
          "manaCost": 0,
          "description": "A fierce slash dealing 100% weapon damage...",
          "effect": "Applies Grudge Mark (5% damage amp, max 3)",
          "icon": "/icons/wcs/weapons/Sword_01.png"
        }
      ]
    }
  ]
}

Slot Types

SlotDescriptionColor
AttackPrimary damage abilitiesGreen
CoreCore rotation skillsBlue
DefenseDefensive/utility skillsYellow
SpecialSituational abilitiesPurple
UltimateHigh-impact ultimate abilitiesRed

Weapon Types (24)

Sword, Axe (1H), Greatsword, Greataxe, Bow, Crossbow, Gun, Fire Staff, Frost Staff, Holy Staff, Lightning Staff, Nature Staff, Dagger, Arcane Staff, Spear, Hammer, Scythe, Tool, Fire Tome, Frost Tome, Holy Tome, Shadow Tome, Nature Tome, Arcane Tome

Professions Endpoint

GET /api/v1/professions.json

Returns all 5 professions with their skill trees, recipes, and specializations.

Professions

ProfessionRoleSkill NodesCrafts
⛏️ MinerWeaponsmith & Armorsmith42Metal weapons, plate armor
🌲 ForesterBowyer & Leatherworker28Bows, leather armor
🔮 MysticEnchanter & Clothier37Staves, cloth armor, enchants
🍲 ChefCook & Alchemist28Foods, potions
🔧 EngineerMechanist & Siege Master28Guns, crossbows, mech armor

Classes & Races Endpoints

GET /api/v1/classes.json

4 classes — Warrior, Mage Priest, Worge, Ranger — with starting attributes, abilities, and weapon restrictions.

GET /api/v1/races.json

6 races — Human, Orc, Elf, Undead, Barbarian, Dwarf — with attribute bonuses and faction alignment.

GET /api/v1/attributes.json

8 attributes with stat formulas — STR, INT, VIT, DEX, END, WIS, AGI, TAC.

Enemies & Bosses

GET /api/v1/enemies.json

38 enemies across 8 tiers with abilities, drops, and 3D asset paths.

GET /api/v1/bosses.json

12 bosses with multi-phase mechanics, drops, and Gouldstone chances.

Factions

GET /api/v1/factions.json

3 factions — Crusade, Legion, Fabled — with lore, race mappings, and faction-specific bonuses.

VFX Effect Sprites

GET /api/v1/effectSprites.json

147 VFX sprite sheets sourced from GRUDA-Wars. Includes frame dimensions, frame counts, categories, blend modes, and source image URLs.

Response Structure

{
  "version": "1.0.0",
  "totalEffects": 147,
  "categories": ["fire", "ice", "lightning", "nature", "dark", ...],
  "effects": [
    {
      "key": "fireSpin",
      "name": "Fire Spin",
      "category": "fire",
      "frameWidth": 100,
      "frameHeight": 100,
      "cols": 8,
      "rows": 8,
      "totalFrames": 64,
      "blendMode": "screen",
      "src": "/effects/fire_spin.png"
    }
  ]
}
💡 Live Preview

See all effects animated in real-time at VFX Effects Browser

Battle Ability Effects

GET /api/v1/abilityEffects.json

209 abilities mapping class skills, weapon abilities, and enemy attacks to their VFX effect chains with follow-up effects.

Ability Sources

SourceDescription
Class AbilitiesWarrior, Mage, Ranger, Worge class skills
Weapon AbilitiesSkills tied to specific weapon types
Enemy AbilitiesBoss and mob attack effects

Sprite Database

GET /api/v1/icon-registry.json

Canonical 9,724 ICON-* image catalog — skills, weapons, armor, sigils, UI. Each entry: grudgeUuid, iconPath, cdnUrl, category.

💡 Live Browser

Search and copy UUIDs at Icon Library · lightweight shards: /api/v1/icon-shards/{category}.json

GET /api/v1/icon-category-index.json

Category manifest for browsers — counts, labels, sample thumbnails, shard paths. Pair with icon-search-index.json for client-side search.

GET objectstore…/api/v1/icons/search?q=

Live REST search on ObjectStore worker — paginated results with CDN URLs. Also: /icons/categories, /icons/by-path?path=, /icons/:grudgeUuid.

GET /api/v1/sprites.json

Full sprite database — 500+ icon paths organized by category (weapons, armor, skills, items).

GET /api/v1/spriteMaps.json

246 sprite path mappings for weapons and armor icons — maps item IDs to their sprite sheet locations.

GET /api/v1/sprites2d.json

5,485 2D sprites organized into 13 categories — characters, enemies, bosses, monsters, effects, icons, backgrounds, and more. Sources include RPG-MODULAR, betta-warlords, grudge-angeler, and grudawars.

💡 Live Preview

Browse all sprites visually at 2D Models Browser

Faction Units (RTS)

GET /api/v1/factionUnits.json

19 RTS faction units across 3 factions with stats, animations, and sprite paths.

GET /api/v1/nodeUpgrades.json

Node upgrade system — unit tiers, costs, spawn rates, vision radius.

3D Storage & CDN Access

Grudge uses three layers for 3D content. Use the right tab/API for each — do not mix ObjectStore JSON paths with raw R2 GLB URLs.

LayerBase URLWhat's storedBrowse / access
R2 CDN https://assets.grudge-studio.com/ GLB/GLTF binaries under models/, builtin/, game-assets/icons/ 3D Models Browser · 3DFX Viewer · direct HEAD on CDN URL
D1 asset registry https://api.grudge-studio.com/assets Category, R2 key, bone map, animation pack names, file size, deterministic UUID GET /assets?limit=50 · /assets/category/character · /assets/uuid/:uuid
ObjectStore JSON https://objectstore.grudge-studio.com/api/v1/ Game design registries (models3d.json, rtsModels.json, prefab wiring) RTS Models · Asset Registries · this docs sidebar
Game Forge builtins builtin:<key> in scene JSON Editor starter maps/characters; large maps on R2 at /builtin/*.glb forge.grudge-studio.com · resolves to CDN at runtime

R2 key layout (3D models)

models/characters/<name>.glb           — rigged humanoids (Mixamo / grudge6)
models/environment/island_*.glb        — home-island harvest multi-mesh packs
models/nature/organized/trees|rocks/   — extracted per-variant GLBs (no megakit)
models/nature/realistic/trees|rocks/   — catalog layout for scatter (runtime-ready)
models/biomes/review/<biome>.glb       — per-biome scale review scenes
models/evil_rock_mountain_peak_*.glb   — 20 m mountain peaks (home dungeon)
models/weapons/<name>.glb              — attachable weapon meshes
models/animations/<name>.glb           — standalone animation clips
models/buildings/<name>.glb            — structures
models/ships/enemy/{healthy,damaged,sunk}.glb
builtin/<name>.glb                     — Game Forge editor starters
catalogs/home-island/*.json            — CDN copies of island SSOT catalogs
🚫 Low-poly megakit banned on home islands

CommonTree_*, TwistedTree_*, DeadTree_*, Rock_Medium_*, Pine_1..5 megakit paths remain on CDN for legacy but must not be used for home-island scatter/harvest. Use organized/realistic paths — see Nature Assets.

Animation & mesh wiring

Character GLBs in models/characters/ get default animation packs in D1: glocomotion, glocomotion_combat, gestures_basic. Bone map is detected from filename/path (mixamo, bip001 for grudge6, kaykit). Weapons declare attachmentProfile (main_hand, off_hand, ranged_2h) and universal skeleton compatibility.

grudge6 race characters use FBX on CDN (not GLB) for material fidelity — see RTS-Grudge FactionCharacterRegistry. ObjectStore prefab.modelRef points at registry UUIDs; games resolve UUID → R2 URL via the asset API or icon resolver.

Upload pipeline (local → R2 → D1)

Run from RTS-Grudge after placing files or auditing Documents:

# Audit + upload + purge local copies (≤50 MB default)
npx tsx scripts/audit-documents-assets.ts --from-json scan.ndjson --upload --purge --priority

# Seed Cloudflare D1 asset_registry
npx tsx scripts/seed-d1.ts

# Bulk upload from client/public/models (fleet repo)
npx tsx scripts/upload-to-r2.ts
npx tsx scripts/seed-d1.ts
June 2026 migration (in progress)

~2,200 local GLB/GLTF files under Documents are deduped by MD5 hash, uploaded to assets.grudge-studio.com, registered in D1 via RTS-Grudge/scripts/seed-d1.ts, and purged from disk after CDN HEAD verification. Pipeline script: audit-documents-assets.ts. Live examples: builtin/map-underground-wars.glb, models/weapons/bow_23.glb.

Maps & Terrain

2D tile maps and biome presets are JSON here. Full 3D arena/map GLBs (e.g. map-underground-wars) are on R2 under builtin/ and referenced in Game Forge as builtin:<key> — see 3D Storage & CDN.

Do not mix map families. Warlords era 9-sector IDs are not the home-block 3×3 IDs — see Map Families.

GET /api/v1/map-registry.json

Canonical map family registry — Warlords era sectors, home-block 3×3, tactical ocean, pirate lobby, home/event islands, arenas, Genesis PvP. Use assertMapIdForFamily on the client before loading a map.

GET /api/v1/warlords-zones.json

Warlords era 9 macro sectors (haven_shore … convergence_nexus) with freeform ARPG notes. Not the player home-block cells.

GET /api/v1/tileMaps.json

2 tile-based RTS maps with nodes, terrain objects, roads, and collision data.

GET /api/v1/terrain.json

Procedural terrain — 5 biome presets (plains, mountains, islands, desert, arena).

GET /api/v1/rendering.json

Materials, 7 skybox presets, 10 particle effects, 5 spell effects.

Map Families

Multiple 9-cell and open-world systems share the fleet. Mixing IDs causes wrong oceans, wrong zones, or broken home islands.

FamilyIDs / scalePlay surface
Warlords era 9 macro sectors (haven_shoreconvergence_nexus) Open-world / zone mode on client.grudge-studio.com
Home-block 3×3 TL…MC_HOME…BR — personal grid around home island Not Warlords sector IDs
Home island 1024 m diameter · foundations Driftwood Bay / Ironfang Spire /home-island · Railway home_islands
Tactical ocean Ship combat map meters (fleet constant) Ocean / sailing play
Pirate lobby Chicken-gun lobby islands Lobby GLB maps
Arenas / Genesis PvP Battle arenas + warlords-genesis Instanced PvP
GET /api/v1/map-registry.json

SSOT for family notes, scale contracts, and which systems own which IDs.

Home Islands

Player-owned procedural islands. Size foundations: Driftwood Bay (coast) and Ironfang Spire (highland). Both use the same physical world diameter.

ContractValue
World diameter1024 m
RTS core200 m (upsampled into 1024 m center)
Character height2.0 m (all props scale relative to this)
Mountain peak20 m — seed picks one of three evil peaks
Harvest regen4 hours
Seed databaseRailway Postgres home_islandsnot D1
Studio editoreditor?mode=home-island

Size foundations

FoundationRoleElevationBeachPreferred biomes
Driftwood Bay Coastal baseline max 48 m 28 m band beach, tropical, plains, storm
Ironfang Spire Highland / ridge baseline max 80 m 14 m band forest, winter, frozen, volcanic, abyssal, nexus
GET /api/v1/home-island-contract.json

Contract v1.3 — scale, foundations, mountain triad paths, nature policy, Railway authority, studio editor URLs.

GET https://client.grudge-studio.com/api/island/spec

Live home-island spec from GrudgeBuilder (versioned harvest nodes, nature scatter, foundations export). Railway production may proxy the same path.

Pipeline

Studio editor → map to home island state → PATCH /api/island/state (Railway) → Island3DEngine play + mountain portal + CreatureBrain / navmesh AI.

Nature Assets (Home Island)

Organized nature for home islands. Quaternius / nature-megakit scatter props are banned at runtime.

Banned path fragments

CommonTree, TwistedTree, DeadTree, Rock_Medium, Pine_1..5 megakit, Bush_Common, nature-megakit, /models/lowpoly/

CDN layout (runtime-ready)

# Individual variants (preferred for scatter)
https://assets.grudge-studio.com/models/nature/organized/trees/{pine2_14,birch2_4,...}.glb
https://assets.grudge-studio.com/models/nature/organized/rocks/{rock_1..rock_8}.glb

# Catalog layout (same meshes, realistic/* keys)
https://assets.grudge-studio.com/models/nature/realistic/trees/pine/pine_a.glb
https://assets.grudge-studio.com/models/nature/realistic/trees/deciduous/oak_a.glb
https://assets.grudge-studio.com/models/nature/realistic/trees/palm/palm_a.glb
https://assets.grudge-studio.com/models/nature/realistic/rocks/boulder_a.glb

# Multi-mesh harvest packs (variant clone in IslandResourceLoader)
https://assets.grudge-studio.com/models/environment/island_tree.glb
https://assets.grudge-studio.com/models/environment/island_rock.glb
https://assets.grudge-studio.com/models/environment/gem_cluster.glb
GET /api/v1/organized-nature-manifest.json

Manifest of extracted variants, realistic slots, source packs, and ban policy. Also mirrored on CDN: /catalogs/home-island/organized-nature-manifest.json.

GrudgeBuilder scripts
npm run home-island:pipeline          # export → biome reviews → SSOT → R2 upload → CDN probe
npm run home-island:export-nature     # pack → organized + realistic GLBs
npm run home-island:upload            # R2 put (skip if size matches)

Biome Ecosystems

One truth for what each biome offers: 5 land animals, 10 fish species pool, tree class policy, 20 m mountain peak, 4 h harvest regen, character reference 2.0 m.

GET /api/v1/biome-ecosystems.json

12 biomes with foundationId (driftwood_bay | ironfang_spire), animals, treePolicy, reviewGlb CDN URLs, bannedNature list.

BiomeFoundationReview GLB
beach, tropical, plains, storm, desertDriftwood Bay/models/biomes/review/{id}.glb
forest, winter, frozen, volcanic, ethereal, abyssal, nexusIronfang Spire/models/biomes/review/{id}.glb

Review scenes include 20 m peak scale markers and a 2 m character capsule for visual QA.

Freeform ARPG (Characters)

Warlords is freeform: race = body mesh, equipment = weapons/armor/anims, class is flavor only (not a hard gear lock).

GET /api/v1/warlords-catalog.json

Play matrix, characterTruth, mapFamilies, enemyDamageStates (ship healthy/damaged/sunk), freeform ARPG flags.

Production Wiring (Characters · Accounts · Crafting)

Industry-standard multi-app identity: one Grudge ID account, many character UUIDs, shared account bag, per-character progression. Full agent skill: grudge-production-wiring. Creation hierarchy: Creation of Truth.

LayerProduction URLRole
Identity https://id.grudge-studio.com Login UI, JWT mint, Puter link. Bootstrap: /grudge-game-bootstrap.js (auth host only — not the Warlords SPA)
Game API https://grudge-api-production-0d46.up.railway.app Postgres SSOT — characters, account, inventory, professions, island, wallet. Health: /api/health
Character Studio (Foundry) https://character.grudge-studio.com Create-only heroes (GCS). After save → return to client with characterId
Warlords play client (primary) https://client.grudge-studio.com Hub /home, heroes, home-island, lobby, tutorial, play. Same-origin /api/* → Railway
Warlords play client (alias) https://grudgewarlords.com Same Vercel project as client — marketing alias, not a second app
Definitions docs https://info.grudge-studio.com/docs This page — ObjectStore API reference
Crafting (Puter) https://grudge-crafting.puter.site Shared account bag + per-character XP; SSO via ID; definitions from ObjectStore
Fleet JS https://assets.grudge-studio.com/js/grudge-fleet.js ≥2.4 progress helpers + token keys

Scope matrix

ScopeDataAPI
Accountinventory, resources, GBUX, wallet/api/account/*, /api/inventory/*
Character UUIDprofessions, mastery, attributes, equipment/api/characters/:id, …/progress
Islandseed, harvest state/api/island/* (Railway, not D1)
Standards (do not regress)
  • Railway Postgres is player-state SSOT — not D1, not Supabase, not localStorage, not Puter KV alone.
  • Never write account inventory on character PATCH.
  • SSO return allowlist includes *.puter.site and *.grudge-studio.com.
  • Vercel apps: same-origin /api rewrites to Railway. Puter sites: call Railway + ID explicitly with CORS.
  • Do not use api.grudge-studio.com for auth or as character SSOT.
  • Primary play host is client.grudge-studio.com — not water.*, not open.*, not genesis.
  • Do not alias id.grudge-studio.com or rts-grudge.vercel.app onto the Warlords SPA project.
GET /api/v1/studio.json → services.gameData.productionWiring

Machine-readable production wiring block (URLs, scope rules, agent skill name).

Crafting site flow

grudge-crafting.puter.site
  → id.grudge-studio.com/login?redirect_uri=…puter.site…
  → Bearer JWT
  → Railway GET /api/characters
  → craft: account bag − materials · character progress + XP (revisioned)
  → ObjectStore master-recipes.json / professions.json for definitions
  → assets.grudge-studio.com icons + grudge-fleet.js

Warlords Catalog & Zones

GET /api/v1/warlords-catalog.json

High-level Warlords truth: freeform character rules, map family pointers, enemy ship damage states, play matrix.

GET /api/v1/warlords-zones.json

Nine era sectors with lore, biome links, and freeform ARPG notes (v1.1+).

GET /api/v1/studio.json

Studio service endpoints including home-island contract and biome catalog URLs.

Animations

animations.json defines clip names, blend rules, and state-machine wiring. Actual Mixamo / combat GLB clips live on R2 at models/animations/*.glb and are indexed in D1 — see 3D Storage & CDN.

GET /api/v1/animations.json

Animation system v2.0 — 18 common anims, transition rules, blend config. Resolve binary clips via D1 /assets/category/animation.

GET /api/v1/controllers.json

5 RTS camera presets, 4 chase camera presets, FPS, mouse controller config.

AI Systems

GET /api/v1/ai.json

AI behavior trees — 7 node types, entity states, blackboard, scoring.

GET /api/v1/ecs.json

ECS components — 8 component types, 2 systems, spatial hash config.

Tier System

All equipment in Grudge Warlords uses an 8-tier system:

TierNameLevel ReqMaterial Example
T1Common1Copper, Pine
T2Uncommon10Iron, Oak
T3Rare20Steel, Maple
T4Epic30Mithril, Ash
T5Legendary40Adamantine, Ironwood
T6Mythic50Orichalcum, Ebony
T7Ancient60Starmetal, Wyrmwood
T8Divine70Divine Ore, Worldtree

Stats scale with tier using base + (perTier × (tier - 1))

Items Database

GET /api/v1/items-database.json

Unified item database with 3,425 items across 8 categories: weapons, armor, consumables, materials, accessories, relics, capes, and shields. Each item includes an icon URL, stats, tier, tooltip, and category metadata.

Response Structure

{
  "version": "1.0.0",
  "totalItems": 3425,
  "categories": ["weapons", "armor", "consumables", "materials", "accessories", "relics", "capes", "shields"],
  "items": [
    {
      "id": "sword-bloodfeud-t5",
      "name": "Bloodfeud Blade",
      "category": "weapons",
      "type": "Sword",
      "tier": 5,
      "icon": "/icons/weapons/Sword_01.png",
      "tooltip": "Forged in endless clan blood feuds",
      "stats": { "damage": 98, "speed": 100 }
    }
  ]
}
💡 Live Browser

Browse all items, foods, potions, recipes, buildings, and mounts at GRUDGE Item Database (canonical; ItemBrowser.html redirects). Validate with npm run validate:catalog.

Sprite Characters

GET /api/v1/sprite-characters.json

275 animated 2D characters with full animation manifests. Supports grid-based sprite sheets and frame-sequence formats. Sources include RPG-MODULAR, betta-warlords, grudge-angeler, and grudawars.

Response Structure

{
  "version": "2.0.0",
  "totalCharacters": 275,
  "characters": [
    {
      "id": "warrior_male",
      "name": "Warrior Male",
      "source": "RPG-MODULAR",
      "animations": {
        "idle":   { "src": "/sprites/Warrior/Idle.png",   "cols": 8, "rows": 1 },
        "walk":   { "src": "/sprites/Warrior/Walk.png",   "cols": 8, "rows": 1 },
        "attack": { "src": "/sprites/Warrior/Attack.png", "cols": 6, "rows": 1 }
      }
    }
  ]
}
💡 Live Preview

Browse all sprites at 2D Models Browser

grudgeDot Assets

GET /api/v1/grudgedot-assets.json

grudgeDot game asset manifest — sprite objects, animations, and resource paths for use in grudgeDot events and scenes.

GET /api/v1/grudgedot-hero-aliases.json

25 hero class → sprite mappings for grudgeDot Assistant. Maps class/race combinations to their corresponding sprite character IDs.

{
  "version": "1.0.0",
  "totalAliases": 25,
  "aliases": [
    { "heroClass": "warrior", "race": "human", "spriteId": "warrior_male", "src": "/sprites/Warrior/Idle.png" }
  ]
}

Voxel Assets

GET /api/v1/voxelAssets.json

Voxel model asset registry — .vox and converted GLB/GLTF models for characters, props, and terrain elements.

Asset Registries

JSON catalogs for 2D icons, sprites, VFX, and UI. For live 3D GLB binaries use 3D Storage & CDN (assets.grudge-studio.com + api.grudge-studio.com/assets) — not this section.

GET /api/v1/asset-registry.json

ObjectStore master index (sprites, icons, paths) — not the Cloudflare D1 asset_registry table. For 3D model UUID → CDN URL, query GET https://api.grudge-studio.com/assets/uuid/:uuid.

GET /api/v1/backgrounds-registry.json

167 battle and scene background image paths organized by zone/theme.

GET /api/v1/effects-registry.json

VFX effects registry — indexed list of all particle and spell effects across the codebase.

GET /api/v1/3dfx-registry.json

3D shader and FX registry — GLSL shaders (fire, lightning, magic, shockwave) with metadata for the 3DFX viewer.

3DFX Viewer · Live VFX Sandbox

GET /api/v1/spell-arsenal.json

Spell-type arsenal — 10 families (projectile, slash, aura, hand, aoe, wall, cloud, summon, portal, impact) with 50+ visual variants. Each variant has skillSlot and skillUses for wiring SKIL-* abilities and status effects.

Sandbox: grudge-vfx.puter.site

GET /api/v1/vfx-spells.json

26 game-ready spell VFX definitions — shaders, particles, splines, geometry, and timing. Pairs with spell-arsenal.json variant ids.

Spell VFX Library

GET /api/v1/ui-packs.json

UI asset packs — buttons, frames, icons, and HUD elements for use in game interfaces.

RTS Models

Two registries serve RTS 3D content — use both, for different purposes:

GET /api/v1/rtsModels.json

RTS-specific 3D model registry — buildings, units, and terrain objects for the real-time strategy game mode. JSON only; resolve GLB URLs via 3D Storage.

GET https://api.grudge-studio.com/assets/category/environment

Live D1 index of environment GLBs (maps, arenas). Each row includes r2_keyhttps://assets.grudge-studio.com/{r2_key}.

Worlds

GET /api/v1/worlds.json

World definitions for multi-world game modes — island maps, spawn configurations, and biome data.

GET /api/v1/studio.json

Grudge Studio configuration — service registry, feature flags, and app metadata used by the grudgeDot assistant and launcher.

AI Sprite Editor

The 2D Models Browser includes a built-in AI sprite editing assistant powered by Puter.js.

Features

  • Chat Interface — Slide-out panel with streaming AI responses. Supports GPT-4o (vision), GPT-5.4 Nano, Gemini 2.5 Flash, Claude Sonnet 4.
  • Vision Analysis — When a sprite is open in the modal, the AI sees the current canvas frame and can describe it, identify issues, and suggest fixes.
  • Auto-Apply Commands — AI returns JSON commands ({"action":"hue","value":45}) that instantly apply to the editor controls.
  • Sprite Generation — Generate new sprites via GPT Image 1.5 directly in the chat.
  • Quick Actions — One-click buttons for Analyze, Find Issues, Color Suggest, Generate Idle.
  • Persistent Chat — History saved to Puter KV storage across sessions.

Available AI Commands

CommandParametersDescription
huevalue: -180 to 180Shift hue of sprite
saturationvalue: 0 to 200Adjust saturation %
brightnessvalue: 50 to 200Adjust brightness %
flipFlip horizontally
trimAuto-trim transparency
exportExport current frame
exportAllExport all frames
generateprompt: stringGenerate new sprite

Sprite Uploader & Parser

Upload and parse sprite sheets, GIFs, individual PNGs, and Aseprite atlas exports. Available via the 📤 Upload Sprites button in the 2D Models Browser toolbar.

Supported Formats

FormatDetectionNotes
PNG/WEBP Sprite SheetAuto-detect frame grid via transparent column/row analysisOverride cols, rows, frameW, frameH manually
Animated GIFWebCodecs ImageDecoder API (with fallback)Extracts all frames as individual canvases
Multiple PNGsSorted by filename, treated as frame sequenceBatch drag-and-drop supported
Aseprite JSON + PNGParses .json atlas for frame rects (array or object format)Drop both files together

AI-Assisted Detection

Click 🤖 AI Detect Layout to send a thumbnail to GPT-4o vision. The AI identifies the frame grid, character type, and animation type, then pre-fills all parse settings automatically.

Save Options

  • Save to Browser — Stores in localStorage with sprite-characters.json compatible format. Shows in gallery after refresh.
  • Save to Puter Cloud — Uploads PNG + metadata JSON to Puter cloud storage (grudge-sprites/{category}/).

Puter.js Integration

The ObjectStore uses Puter.js v2 for free, serverless AI and cloud storage — no API keys or backend needed.

APIs Used

APIPurpose
puter.ai.chat()Vision analysis, sprite editing chat, streaming responses
puter.ai.txt2img()Sprite generation with GPT Image 1.5
puter.fs.write()Save sprites to Puter cloud storage
puter.kv.set()/get()Persist chat history and user preferences
💡 Free for Users

Puter.js uses a user-pays model — each user's Puter account covers their own AI usage. Developers pay nothing regardless of scale.

JavaScript SDK v5.0

Single import for all backend services + static game data:

// CDN
import { GrudgeSDK } from 'https://objectstore.grudge-studio.com/sdk/grudge-sdk.js';

// or NPM
// npm install @grudgstudio/core
import { GrudgeSDK } from '@grudgstudio/core';

const sdk = new GrudgeSDK({ token: '<JWT>' });

// Static game data
const weapons = await sdk.getWeapons();
const swords  = await sdk.getWeaponsByCategory('swords');
const items   = await sdk.getItemsDatabase();   // 3,425 items
const chars   = await sdk.getSpriteCharacters(); // 275 animated chars
const results = await sdk.search('iron');

// Tier colors
const t5 = GrudgeSDK.getTierColor(5); // { name: 'Red', hex: '#ff4d4d', label: 'Legendary' }

Backend Service Clients (SDK v5.0)

Authenticated clients for live fleet services. Prefer Railway + ID + CDN over legacy hostnames.

ClientURL (production)Description
sdk.authid.grudge-studio.comLogin, register, guest, wallet, Discord, Puter auth
sdk.gamegrudge-api-production-0d46.up.railway.app (or same-origin /api on client)Characters, account bag, island, wallet, lobbies
sdk.accountsame Railway game API /api/account/*Profile / bag — do not invent a second account DB
sdk.definitionsobjectstore.grudge-studio.com/api/v1 or info…/api/v1Static ObjectStore JSON (this catalog)
sdk.assetsassets.grudge-studio.comR2 binaries; optional D1 index for search
sdk.wsRailway Colyseus / world endpoints on game APIIslands, PvP, lobbies — not a separate “ws.” product host

Legacy names api.grudge-studio.com, assets-api.grudge-studio.com, ws.grudge-studio.com are not player-state SSOT. Use Railway + CDN paths above.

const sdk = new GrudgeSDK({ token: '<JWT>' });

// Auth
const res  = await sdk.auth.login('username', 'password');
const me   = await sdk.auth.getMe();

// Game API
const chars   = await sdk.game.listCharacters();
const balance = await sdk.game.getBalance(charId);
await sdk.game.startCraft({ char_id: 1, recipe_key: 'iron-sword' });

// Account
const profile = await sdk.account.getProfile(grudgeId);
const friends = await sdk.account.listFriends();

// Asset Service (R2)
const assets = await sdk.assets.listAssets({ prefix: 'models/' });

// WebSocket
const socket = sdk.ws.game();
socket.emit('join-island', { island_key: 'island_1' });

Python Examples

import requests

BASE_URL = "https://objectstore.grudge-studio.com/api/v1"

# Get all weapons
weapons = requests.get(f"{BASE_URL}/weapons.json").json()

# Find all swords
swords = weapons["categories"]["swords"]["items"]
print(f"Found {len(swords)} swords")

# Get materials
materials = requests.get(f"{BASE_URL}/materials.json").json()

# Find T5+ ores
high_tier_ores = [m for m in materials["materials"] 
                  if m["category"] == "ore" and m["tier"] >= 5]

Search API (Serverless)

GET /api/search?q={query}&type={type}&limit={limit}

Serverless search across all ObjectStore data. Searches weapons, armor, materials, consumables, enemies, bosses, skills, and sprites.

Parameters

ParamRequiredDefaultDescription
qYesSearch query string
typeNoallFilter by type: weapons, armor, materials, consumables, enemies, bosses, skills, sprites
limitNo50Max results (1-200)

Example

GET /api/search?q=iron&type=materials&limit=10

{
  "query": "iron",
  "type": "materials",
  "totalResults": 3,
  "results": [
    { "type": "material", "id": "iron-ore", "name": "Iron Ore", "category": "ore", "tier": 2 },
    { "type": "material", "id": "iron-ingot", "name": "Iron Ingot", "category": "ingot", "tier": 2 }
  ]
}
💡 Vercel Only

The /api/search and /api/stats endpoints are serverless functions available only when deployed on Vercel. The static JSON files work on both GitHub Pages and Vercel.

Stats API (Serverless)

GET /api/stats

Returns aggregate statistics for all ObjectStore data — total counts by category, available endpoints, and browser pages.

AI Integration

The ObjectStore API is designed for AI agent consumption:

💡 Recommended: Cache Responses

Game data updates infrequently. Cache API responses for 24 hours to reduce requests and improve performance.

Example: AI Crafting Assistant

// Fetch required data
const [weapons, materials] = await Promise.all([
  fetch(BASE_URL + '/weapons.json').then(r => r.json()),
  fetch(BASE_URL + '/materials.json').then(r => r.json())
]);

// Helper: Get materials needed for a weapon
function getCraftingRequirements(weaponId, tier) {
  const weapon = findWeapon(weapons, weaponId);
  const tierMaterials = materials.materials.filter(m => m.tier === tier);
  
  return {
    weapon: weapon.name,
    tier: tier,
    profession: weapon.craftedBy,
    primaryMaterial: tierMaterials.find(m => 
      m.gatheredBy === weapon.craftedBy
    )
  };
}