📖 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:
- 868 Weapons across weapon categories with tier expansion (canonical:
master-weapons.json) - 1,344 Equipment items — armor sets, gems, accessories
- 104 Materials for crafting (ore, wood, cloth, leather, gems, essences)
- 132 Consumables including foods, potions, and engineer items
- 300 Weapon Skills with icons, cooldowns, and prefab wiring
- 143 VFX Effect Sprites with frame data and blend modes
- 209 Battle Abilities with effect chains and follow-ups
- 11 Professions with skill trees and 2,183 recipes
- 19 Faction Units for RTS game mode
- 2,361 Master Items with GRUDGE UUIDs (
master-items.json) - 2,765 Registry Entries in
master-registry.json - 0 Unified Items in items-database.json (browser UI)
- 313 Animated Characters in sprite-characters.json
- 205 API Endpoints — static JSON under
/api/v1/, no auth required - 199 API Endpoints — static JSON under
/api/v1/, no auth required
This API requires no authentication and returns JSON data. Ideal for building game companions, crafting calculators, or AI-powered assistants.
Player islands use Driftwood Bay / Ironfang Spire foundations. Nature scatter bans Quaternius megakit — see Nature Assets. Live play scale is 1024 m world diameter. SI yardstick: 1.8 m human / ~2.0 m orc — feet from bone box, not a 2 m capsule.
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 atinfo.grudge-studio.com/api/v1/andobjectstore.grudge-studio.com/api/v1/. - R2 CDN (
assets.grudge-studio.com) — binary files only: GLB/GLTF models, PNG icons, textures, audio. Served by ther2-cdnWorker 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). Preferassets.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 API —
https://grudge-api-production-0d46.up.railway.app(or same-origin/api/*onclient.grudge-studio.com). Island state:GET/PATCH /api/island/*. Do not treatapi.grudge-studio.comas auth or character SSOT.
GRUDGE UUID links everything: SKIL-...(skill) → prefab.vfxRef → R2 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. Play clip names are Bip001 pack/role, not Mixamo. Full map: Editors · Prefabs · Stack.
"prefab": {
"modelRef": "prod/gltf/weapons/sword.glb",
"vfxRef": null,
"impactRef": null,
"animationClip": "sword_shield/attack",
"soundRef": null,
"projectileRef": null,
"cameraShake": null
}
Null refs are skipped. Fill clips with npm run wire:skill-prefab-anims. Play body is still loadRaceKit Toon {race}.glb — not FBX, not Meshy.
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.
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 kind | Source of truth | How to create / write | How to read |
|---|---|---|---|
| Item / skill / recipe definitions | ObjectStore api/v1/* |
PR into ObjectStore → npx vercel --prod (info + objectstore aliases). Binaries stay on R2 — never git-commit GLBs as the catalog. |
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 via Puter, GitHub (Puter), Google → JWT. No product guest accounts or wallets. | 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 |
Warlords era play: grudgewarlords.com. Same SPA also at client.grudge-studio.com (legacy). Not Open, not GRUDOX, not RTS-Grudge. |
Warlords create → play funnel (only this)
id.grudge-studio.com/login?redirect_uri=https://grudgewarlords.com/auth/callback
→ grudgewarlords.com (or client.grudge-studio.com) hub; roster from Railway
→ empty roster: Create hero → character.grudge-studio.com/foundry
→ save → return ?characterId=&era=warlords&from=gcs
→ /airship | /home-island | /play | /tutorial with that UUID
→ definitions: info/objectstore JSON · meshes: assets CDN (Toon RTS GLB via loadRaceKit)
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.appwhen aliased to Warlords SPA — RTS must not steal this host from Warlords or vice versa.grudge-builderVercel aliases onid.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//airshipto empty/heroeswithout a create path — funnel failure.
Machine-readable Warlords production SSOT (fleet hosts, create funnel, cut list). Markdown: WARLORDS-PRODUCTION-SSOT.md.
Weapons Endpoint
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
| Category | Type | Crafted By | Count |
|---|---|---|---|
| Swords | 1-Hand | Miner | 6 |
| Axes | 1-Hand | Miner | 6 |
| Daggers | 1-Hand | Miner | 6 |
| Spears | 2-Hand | Miner | 6 |
| Maces | 1-Hand | Miner | 6 |
| Hammers (1H) | 1-Hand | Miner | 6 |
| Hammers (2H) | 2-Hand | Miner | 6 |
| Greatswords | 2-Hand | Miner | 6 |
| Greataxes | 2-Hand | Miner | 6 |
| Bows | Ranged 2H | Forester | 6 |
| Crossbows | Ranged 2H | Engineer | 6 |
| Guns | Ranged 2H | Engineer | 6 |
| Fire Staves | Ranged 2H | Mystic | 6 |
| Frost Staves | Ranged 2H | Mystic | 6 |
| Holy Staves | Ranged 2H | Mystic | 6 |
| Lightning Staves | Ranged 2H | Mystic | 6 |
| Arcane Staves | Ranged 2H | Mystic | 6 |
| Tomes | Off-hand | Mystic | 12 |
Equipment Endpoint
Returns 150 armor items (6 sets × 8 slots × 3 material types + gems) with stats, procs, and set bonuses.
Materials Endpoint
Returns all crafting materials including ores, wood, cloth, leather, gems, and magical essences.
Material Categories
| Category | Gathered By | Tiers |
|---|---|---|
| Ore | Miner | T1-T8 |
| Ingots | Refined | T1-T8 |
| Wood | Forester | T1-T8 |
| Planks | Refined | T1-T8 |
| Cloth | Mystic | T1-T8 |
| Leather | Forester | T1-T8 |
| Essence | Mystic | T1-T8 |
| Gems | Miner | T1-T8 |
| Infusions | Various | T1-T5 |
Armor Endpoint
Returns armor sets organized by profession and type.
Armor Sets
| Profession | Type | Sets |
|---|---|---|
| Miner | Metal Plate | Guardian, Berserker |
| Forester | Leather | Stalker, Brawler |
| Mystic | Cloth | Scholar, Archmage |
| Engineer | Mech | Mechanist, Inventor |
Each set contains 6 pieces: Head, Chest, Legs, Hands, Feet, Shoulders.
Consumables Endpoint
Returns all consumable items including foods, potions, and engineer utilities.
Consumable Types
| Type | Profession | Count | Effect |
|---|---|---|---|
| Red Foods | Chef | 30 | Attack/Damage buffs |
| Green Foods | Chef | 30 | Regen/Healing buffs |
| Blue Foods | Chef | 30 | Mana/Magic buffs |
| Potions | Chef/Mystic | 30 | Combat effects |
| Engineer Items | Engineer | 12 | Utility/Explosives |
Skills Endpoint
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 is ARCHIVED. Canonical weapon skills are now in:
GET /api/v1/master-weaponSkills.json— Full skill catalog with SKIL-* UUIDsGET /api/v1/weapon-stat-bridge.json— Stat connectionsdocs/WEAPON-STATS-ATTRIBUTES.md— Attribute scaling docs
Legacy weaponSkills.json remains for backward compatibility but is not updated.
Canonical weapon skills catalog with 300+ skills across weapon types. Each skill includes GRUDGE UUID (SKIL-*), icon, cooldown, mana cost, damage formulas, and stat connections.
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
| Slot | Description | Color |
|---|---|---|
| Attack | Primary damage abilities | Green |
| Core | Core rotation skills | Blue |
| Defense | Defensive/utility skills | Yellow |
| Special | Situational abilities | Purple |
| Ultimate | High-impact ultimate abilities | Red |
Play catalog (18 types)
Canonical JSON is master-weaponSkills.json (not the legacy 473-row WCS dump above). Types: Sword, Axe, Hammer, Shield, Greatsword, Greataxe, Claw, Staff, Tome, Mace, Wand, Dagger, Bow, Crossbow, Gun, Spear, Scythe, Tool. Browse: WEAPON_SKILLS.html.
Spell Book
Caster play skills are the STAFF / TOME / WAND rows of master-weaponSkills.json. VFX lab spells are a separate catalog — do not invent a second skill tree.
Derived caster book: Staff, Tome, Wand skills + vfx-spells.json summaries. Browse SPELL_BOOK.html. 3D lab: spell-vfx-library.html.
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
See Weapon Passive Stacks for status effects (bleed, burn, Grudge Mark) and WEAPON-STATS-ATTRIBUTES.md for stat scaling.
Lore
Public copy of the Warlords roster. Names come from GrudgeBuilder lore.ts + heroCodex.ts. Do not invent Sir Aldric / Grommash substitutes.
World, 3 gods (Odin / Madra / Omni), 3 factions, 24 heroes + pirate legends. Browse LORE.html. Long-form notes: loreHeroes.txt.
Weapon Passive Stacks
Status effects and passive stack catalog for weapon combat — DoT effects (bleed, burn, poison), damage amplifiers (Grudge Mark), and conditional triggers.
Passive stacks are currently design-layer concepts extracted from weapons.json and studio-manifest.json. The Three.js + Rapier combat runtime (threejs-rapier-react-three-controller) does NOT yet implement DoT or stack systems in CombatController.
See WEAPON-PASSIVE-STACKS.md for full implementation status and runtime requirements.
Status Effect Types
| Effect | Type | Max Stacks | Duration | Weapon Types |
|---|---|---|---|---|
| Grudge Mark | Damage amp (+5% per stack) | 3 | Not specified | Sword, Axe |
| Bleed | Physical DoT | 5 | 3–8s | Dagger, Axe, Sword, Bow |
| Burn | Fire DoT (spreads) | 3 | 3–6s | Axe, Fire Staff, Dagger |
| Poison | Nature DoT | 3 | 4–10s | Dagger |
| Chill | Slow (15%/stack, max 45%) | 3 | 3s/stack | Frost Staff |
| Shock | Lightning DoT | 3 | 2–4s | Lightning Staff |
| Lifesteal | On-hit heal | — | Instant | Axe, Sword, Hammer |
| Rune Stack | Power-up (+3% dmg, burst) | 10 | Permanent | Greatsword (Runed Great Sword) |
Example: Grudge Mark (Sword)
{
"id": "grudge_mark",
"name": "Grudge Mark",
"applyCondition": "on_hit",
"effect": {
"amplification": 0.05
},
"maxStacks": 3,
"duration": null,
"weaponTypes": ["sword", "axe"],
"sources": {
"design": "api/v1/weapons.json:34",
"runtime": "NOT_IMPLEMENTED"
}
}
Weapon Ability Bindings
| Weapon | Ability | Effect | Source |
|---|---|---|---|
| Bloodfeud Blade | Vengeful Slash | Grudge Mark | weapons.json:34 |
| Shadow Fang | Crimson Stab | Bleed | weapons.json:550 |
| Venom Fang | Poison Shiv | Poison | weapons.json:712 |
| Ember Axe | Flame Slash | Burn | weapons.json:246 |
| Fire Staff | Fire Bolt | Burn | weapons.json:2234 |
| Fire Staff | Flame Nova | Explode all burns | weapons.json:2242 |
| Frost Staff | Frost Bolt | Chill | weapons.json:2367 |
| Lightning Staff | Thunder Bolt | Shock | weapons.json:2633 |
| Runed Great Sword | Runic Cleave | Rune Stack | weapons.json:2904 |
WEAPON-PASSIVE-STACKS.md — Complete passive stack system documentation including runtime implementation requirements, source file paths, and VFX asset catalog.
Professions Endpoint
Returns all 5 professions with their skill trees, recipes, and specializations.
Professions
| Profession | Role | Skill Nodes | Crafts |
|---|---|---|---|
| ⛏️ Miner | Weaponsmith & Armorsmith | 42 | Metal weapons, plate armor |
| 🌲 Forester | Bowyer & Leatherworker | 28 | Bows, leather armor |
| 🔮 Mystic | Enchanter & Clothier | 37 | Staves, cloth armor, enchants |
| 🍲 Chef | Cook & Alchemist | 28 | Foods, potions |
| 🔧 Engineer | Mechanist & Siege Master | 28 | Guns, crossbows, mech armor |
Classes & Races Endpoints
8 class specs — Warrior, Raider, Mage, Priest, Ranger, Thief, Worge, Verduror — with starting attributes, abilities, and preferred weapons. Soft bonuses, not hard locks. There is no Knight class (30-character plate look maps to Worge).
6 races — Human, Orc, Elf, Undead, Barbarian, Dwarf — with attribute bonuses and faction alignment.
8 attributes with stat formulas — STR, INT, VIT, DEX, END, WIS, AGI, TAC.
Enemies & Bosses
38 enemies across 8 tiers with abilities, drops, and 3D asset paths.
12 bosses with multi-phase mechanics, drops, and Gouldstone chances.
Factions
3 factions — Crusade, Legion, Fabled — with lore, race mappings, and faction-specific bonuses.
VFX Effect Sprites
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"
}
]
}
See all effects animated in real-time at VFX Effects Browser
Battle Ability Effects
209 abilities mapping class skills, weapon abilities, and enemy attacks to their VFX effect chains with follow-up effects.
Ability Sources
| Source | Description |
|---|---|
| Class Abilities | Warrior, Mage, Ranger, Worge class skills |
| Weapon Abilities | Skills tied to specific weapon types |
| Enemy Abilities | Boss and mob attack effects |
Sprite Database
Canonical 9,724 ICON-* image catalog — skills, weapons, armor, sigils, UI. Each entry: grudgeUuid, iconPath, cdnUrl, category.
Search and copy UUIDs at Icon Library · lightweight shards: /api/v1/icon-shards/{category}.json
Category manifest for browsers — counts, labels, sample thumbnails, shard paths. Pair with icon-search-index.json for client-side search.
Live REST search on ObjectStore worker — paginated results with CDN URLs. Also: /icons/categories, /icons/by-path?path=, /icons/:grudgeUuid.
Full sprite database — 500+ icon paths organized by category (weapons, armor, skills, items).
246 sprite path mappings for weapons and armor icons — maps item IDs to their sprite sheet locations.
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.
Browse all sprites visually at 2D Models Browser
Faction Units (RTS)
19 RTS faction units across 3 factions with stats, animations, and sprite paths.
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.
| Layer | Base URL | What's stored | Browse / 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://objectstore.grudge-studio.com (Worker grudgeassets) |
Search/upload index. D1 is not the file server. api.grudge-studio.com is dead — do not wire new clients there. |
JSON catalogs on info.* · binaries on assets.* |
| 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)
asset-packs/toon-rts-characters/glb/characters/{race}.glb — play kits (loadRaceKit)
prod/anims/<pack>/ — Bip001 idle/walk/cast/melee
models/characters/<name>.glb — other rigged humanoids (not Warlords play default)
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
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.
Play heroes use Toon RTS {race}.glb via ObjectStore js/grudge6-kit.js loadRaceKit only. FBX race kits are the Unity author source — not the play default. RTS-Grudge FactionCharacterRegistry is example-tool code, not the Warlords play loader. ObjectStore prefab.modelRef points at registry UUIDs; games resolve UUID → R2 URL via CDN, not D1 as the file server.
Upload pipeline (local → R2 → D1 index)
Bake with ObjectStore npm run convert, then upload to R2. D1 is the search index only. Prefer GrudgeBuilder scripts/upload-*-to-r2.mjs for new Warlords meshes. Legacy RTS-Grudge seed scripts still exist for the old asset-api Worker:
# 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
~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.
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.
Warlords era 9 macro sectors (haven_shore … convergence_nexus) with freeform ARPG notes. Not the player home-block cells.
2 tile-based RTS maps with nodes, terrain objects, roads, and collision data.
Procedural terrain — 5 biome presets (plains, mountains, islands, desert, arena).
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.
| Family | IDs / scale | Play surface |
|---|---|---|
| Warlords era | 9 macro sectors (haven_shore … convergence_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 |
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.
| Contract | Value |
|---|---|
| World diameter | 1024 m |
| RTS core | 200 m (upsampled into 1024 m center) |
| Character height | 1.8 m human yardstick · orc ~2.0 m — bone-box feet, not pelvis, not a 2 m capsule |
| Mountain peak | 20 m — seed picks one of three evil peaks |
| Harvest regen | 4 hours |
| Seed database | Railway Postgres home_islands — not D1 |
| Map / scene editors | forge.grudge-studio.com · threeflow.vercel.app (legacy home-island URL is not Forge) |
Size foundations
| Foundation | Role | Elevation | Beach | Preferred 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 |
Contract v1.3 — scale, foundations, mountain triad paths, nature policy, Railway authority, studio editor URLs.
Live home-island spec from GrudgeBuilder (versioned harvest nodes, nature scatter, foundations export). Railway production may proxy the same path.
Forge / ThreeFlow → map to home island state → PATCH /api/island/state (Railway) → Island3DEngine play + mountain portal + CreatureBrain / navmesh AI. Play hero stays loadRaceKit.
Island Build Doctrine
Canonical 1 m occupy grid, faction kits, NPC execution order, HUD, dock crew, and honest asset gaps. Play client executes this contract. Definitions: ObjectStore. Binaries: R2. Island seed: Railway home_islands.
ISLAND-BUILD-DOCTRINE.md · machine JSON below.
| Contract | Value |
|---|---|
| Occupy grid | 1 m × 1 m |
| Small building / 4×4 RTS | 4 × 4 m |
| Medium RTS | 6 × 4 m (barn, smith, brewery) |
| Bench | 0.5 × 1 m · chairs/chests share the leftover 1×1 |
| Wall / fence / gate ribbon | 2 × 1 m · isolate nodeName |
| Gate opening | 1.6 × 3.2 m · 1.8 m kit walks through |
| Kit plant height | 1.8 m GOLDEN grudge6 — do not stretch to 2.0 |
| Prop-scale human | 2.0 m home-island-contract reference |
| Harvest regen | 4 hours |
| Personal homes | Outside the fenced yard · attackable |
Build phases (NPC order)
Claim flag → harvest → plaza → walls/gates → paths → outposts → lots → profession RTS → defense. One host pack. No mixed-faction mashups. No dummy benches.
Dock crew (hubs only)
Sailor · Weatherman · Gunner — race of the captain, grudge6 kit @ 0.9. Planted on the dock / outpost zone, not inside the curtain.
Nature runtime
Kenney CommonTree / Pine_1 / Rock_Medium / Bush_Common are author-only. Play loads organized stems + R2 island_tree.glb / island_rock.glb / palm isolate M_Palm_P2_*.
Machine SSOT: size law, occupy layers, phases, stations, HUD, dock crew, ships, nature policy, honest gaps.
118 playable prefabs with 1 m footprints, roles, occupy layer, size class, attackable flag, wood/stone/iron, build duration.
Crusade / Fabled / Legion kits — keep, walls, gates, houses, RTS lots. One host pack per settlement.
Hub / camp / outpost rosters + dock crew. Jobs, professions, zones (plaza · homestead · curtain · outpost).
Nature Assets (Home Island)
Organized nature for home islands. Quaternius / nature-megakit scatter props are banned at runtime. The Warlords play client loads stylized-tree, stone-black, realistic-palms, and R2 harvest packs — never Kenney CommonTree / Pine_1 / Rock_Medium / Bush_Common.
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
Manifest of extracted variants, realistic slots, source packs, and ban policy. Also mirrored on CDN: /catalogs/home-island/organized-nature-manifest.json.
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 1.8 m human (orc ~2.0 m).
12 biomes with foundationId (driftwood_bay | ironfang_spire), animals, treePolicy, reviewGlb CDN URLs, bannedNature list.
| Biome | Foundation | Review GLB |
|---|---|---|
| beach, tropical, plains, storm, desert | Driftwood Bay | /models/biomes/review/{id}.glb |
| forest, winter, frozen, volcanic, ethereal, abyssal, nexus | Ironfang 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).
- Character mesh pipeline: loadCharacterModel + equipment slots + appearance tint (sRGB multiply from base, no stack).
- Unlock tables no longer gate weapons by rigid class.
- See
warlords-catalog.jsoncharacterTruthandwarlords-zones.jsonfreeform notes.
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.
| Layer | Production URL | Role |
|---|---|---|
| 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 grudgewarlords.com with characterId + era=warlords |
| Warlords era play | https://grudgewarlords.com |
Apex + SPA. Same-origin /api/* → Railway. Preferred play host. |
| Same SPA (legacy) | https://client.grudge-studio.com |
Same GrudgeBuilder Vercel project — not a second roster or second game |
| Wallet / cNFT | https://wallet.grudge-studio.com |
GBUX, custodial wallet, swaps — not id.* |
| Definitions docs | https://info.grudge-studio.com/docs |
This page — ObjectStore API reference |
| Crafting | https://grudgewarlords.com/craft/ |
Account bag + per-character XP. Puter craft URL is a legacy redirect. |
| Fleet JS | https://assets.grudge-studio.com/js/grudge-fleet.js |
≥2.4 progress helpers + token keys |
Scope matrix
| Scope | Data | API |
|---|---|---|
| Account | inventory, resources, GBUX, wallet | /api/account/*, /api/inventory/* |
| Character UUID | professions, mastery, attributes, equipment | /api/characters/:id, …/progress |
| Island | seed, harvest state | /api/island/* (Railway, not D1) |
- 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.siteand*.grudge-studio.com. - Vercel apps: same-origin
/apirewrites to Railway. Puter sites: call Railway + ID explicitly with CORS. - Do not use
api.grudge-studio.comfor auth or as character SSOT. - Warlords play host is
grudgewarlords.com— not water.*, not open.*, not genesis, not RTS-Grudge. - Do not alias
id.grudge-studio.comorrts-grudge.vercel.apponto the Warlords SPA project. RTS-Grudge is an example tool, not a production game to upgrade. - Guest product accounts / auto re-login / free cNFT wallets are not wanted.
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
High-level Warlords truth: freeform character rules, map family pointers, enemy ship damage states, play matrix.
Nine era sectors with lore, biome links, and freeform ARPG notes (v1.1+).
Studio service endpoints including home-island contract, biome catalog URLs, and productionWiring.
Era systems API
Four product eras. One Grudge ID. Roster is GET /api/characters?era=. Machine: /api/v1/era-systems.json. Human: ERA_SYSTEMS_API.md. UI slots: ui.grudge-studio.com/api/eras.
| Era | Play | Stats / body | Main panel | Codex JSON |
|---|---|---|---|---|
| warlords | client.* / grudgewarlords.com | STR…TAC · Toon loadRaceKit |
?era=warlords | play-contract · master-items |
| nexus | grudges play · grudox | BIO…GRA · /api/stats | ?era=nexus | weapons.json · armor.json · era-characters#nexus |
| voxel | Grudges + Mine-Loader + GRUDOX | BIO…GRA in Grudges · TVS / explorer | ?era=voxel | voxelAssets.json |
| armada | gated naval / mech | hardpoints cockpit/chassis/HPL/HPR/core | ?era=armada | grudge-armada.json |
Play URL is always ?characterId=<RFC-UUID>&era=<era>. Grudges play roster is era=voxel. Nexus is the stat/API name and the Grudges main-panel sheet — do not default Grudges heroes to era=nexus.
Per-era play hosts, catalogs, CDN roots, Foundry create URLs, UI contracts, account wiring.
Open launcher (library + account into games)
open.grudge-studio.com is the Steam-like library and Grudge ID hub — not Warlords play, not GRUDOX cabinets, not Foundry. Machine: /api/v1/open-launcher.json. Human: OPEN_LAUNCHER_API.md.
| Intent | URL |
|---|---|
| Library | open.grudge-studio.com |
| Danger lab | /danger?era=voxel|warlords|nexus|armada |
| Account / roster | /account |
| Create hero | character.*/foundry |
Same-origin open…/api/* → Railway. JWT keys: grudge.open.token, sso_token. Engine keeps Controller / weapon / camera on map change; rebind terrain only. Handoff: ?characterId=&era=.
Open racer/cabinets on Open Danger. Warlords /home-island on the Open SPA. Login returnTo at character.* or id.*. Second bag DB per satellite.
Library filters, SSO, player API routes, per-era play URLs, entry-catch bans.
Prefab · asset update scheme
One pattern for agents. Machine: /api/v1/prefab-scheme.json. Human: PREFAB_ASSET_SCHEME.md.
| Store | Owns | How to update |
|---|---|---|
| ObjectStore JSON | ITEM / SKIL / PFAB / ICON definitions | Edit api/v1 → npm run sync:docs → npx vercel --prod |
| R2 CDN | GLB / PNG / audio | grudge-convert → r2 put → HEAD 200 not HTML |
| D1 asset_registry | Search index only | Seed batches ≤100 |
| Railway | Heroes, bag, ledger instances | Auth /api/characters · /api/account · /api/uuid |
Skill/item prefab block: modelRef · vfxRef · animationClip = {pack}/{role} on Bip001. Null refs are valid. Play Warlords body = Toon {race}.glb via loadRaceKit.
Definition vs instance vs binary vs player; add/update steps; Warlords play gate.
UUID law
Wiki: wiki.html. Machine: /api/v1/uuid-law.json. Account contract: account-game-uuid-contract.json.
| Family | Format | SSOT |
|---|---|---|
| Account | GRUDGE_… | Railway JWT / bag |
| Character | RFC UUID | handoff ?characterId= |
| Skill definition | SKIL-* | master-weaponSkills.json |
| Icon asset | ICON-* | icon-path-index.json |
| Item instance | server grudge_uuid | ledger — not this JSON |
Editors · Prefabs · Stack · Scripts
Correct wiring for agents. Machine JSON: /api/v1/fleet-wiring.json. Do not invent a second editor, loader, bag DB, or npm stack.
Editors (do not collapse brands)
| Host | Brand / owns |
|---|---|
| forge.grudge-studio.com | Grudge Forge — R3F + Rapier + .gfscene deploy |
| threeflow.vercel.app | ThreeFlow — Warlords scene editor (Vue + three r185). Elite handoff ?asset= |
| character.grudge-studio.com/foundry | Character Foundry — create-only, 4-slot → play handoff |
| casting.grudge-studio.com | Warlords UX / weapon-effects lab — loadRaceKit |
| grudge-combat.vercel.app/admin | Gladiators kit bake / weapon skill studio |
| info…/grudge6-editor | Prefab ↔ anim worker (this repo) |
| info…/editors/ | Material / ObjectStore local editors |
http://127.0.0.1:3847/ | GRUDA Studio — local project window, not a public Vercel app |
grudge-studio-editor.vercel.app is a legacy home-island URL. Do not treat it as Forge or ThreeFlow. Open / GRUDOX / Warlords stay separate hosts.
Prefabs
| Layer | SSOT |
|---|---|
| Play hero | Toon RTS {race}.glb via js/grudge6-kit.js loadRaceKit only. Contract: grudge6-warlords-play-contract.json |
| Weapon items | master-weapon-prefabs.json |
| Weapon skills | master-weaponSkills.json — prefab.animationClip = {pack}/{role} on Bip001 |
| Equip | mesh_ids + SLOT_DEFS after prefix strip · one mixer · bone-box feet (not pelvis) |
| Fill clips | npm run wire:skill-prefab-anims · editor grudge6-editor |
Play CDN: https://assets.grudge-studio.com/asset-packs/toon-rts-characters/glb/characters/{race}.glb
Stack dependencies (do not add a second)
| Use | Package |
|---|---|
| Scene / mixer | three ^0.185 — one AnimationMixer |
| Physics | @dimforge/rapier3d-compat + in-repo physics world |
| Mesh ground | three-mesh-bvh |
| Nav / AI | three-pathfinding, yuka |
Ban: second mixer, second physics engine, Meshy/capsule as play hero, OrbitControls writing combat TPS camera. Full matrix: skill grudge-3d-game-packages · Open docs/OPEN_PACKAGE_SSOT.md.
ObjectStore scripts
cd F:\GitHub\ObjectStore
npm run sync:docs # this /docs page + canonical-manifest
npm run convert # production GLB bake → then R2
npm run wire:skill-prefab-anims # prefab.animationClip pack/role
npx vercel --prod # info.grudge-studio.com + objectstore.grudge-studio.com
Editors, prefabs, deploy bans, scripts, stack pins — same table as this section.
API · D1 · Deploy (do not mix stores)
ObjectStore is definitions. D1 is an index. Railway is player state. R2 is binaries. Mixing those is how catalogs and heroes go stale.
| Store | Owns | Does not own | How to ship |
|---|---|---|---|
| ObjectStore / info | JSON catalogs (api/v1/*.json), lore, spell book, docs |
Player bag, roster, island seeds, GLB files | cd ObjectStore; npx vercel --prod — aliases info.grudge-studio.com + objectstore.grudge-studio.com. .vercelignore already drops icons/models/sprites. |
R2 grudge-assets |
GLB / audio / icons / anim JSON | Search metadata, player rows | wrangler r2 object put from ObjectStore CDN worker cwd. Verify HEAD assets.grudge-studio.com/<key> is 200 and not HTML (CDN serves the info hub as application/json on missing keys). |
D1 grudge-assets-db |
asset_registry search index (purpose=play|isolate|author) |
Characters, bag, island, wallet, skill definitions | Seed from a manifest in batches of ≤100. Stamp body_status from magic bytes, not HEAD 200. |
| Railway Postgres | Accounts (GRUDGE_…), character UUIDs, bag, wallet, home island |
Recipe JSON, race GLBs | GrudgeBuilder API deploy. Backup: grudge-dev-tool npm run backup:postgres. |
- Intentional deploys — do not mix unrelated WIP into “update info”.
- Play kit fail-closed: Toon
{race}.glbHEAD 200, one mixer, Bip001 clips, bone-box feet. Red: races bake / FBX / Meshy / capsule as play body. api.grudge-studio.comis a dead public host — do not wire new clients to it.- Live CDN Worker is
ObjectStore/workers/cdn/. Do not deployGrudgeBuilder/workers/cdn(same Worker name overwrites the route). - Do not
wrangler deployObjectStoreworkers/aiontoai.grudge-studio.com(stale fork). Legion isF:\GitHub\grudge-ai-hub. - After catalog JSON changes:
npm run sync:docs(VercelbuildCommandalready runs it).
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.
Animation system v2.0 — 18 common anims, transition rules, blend config. Resolve binary clips via D1 /assets/category/animation.
5 RTS camera presets, 4 chase camera presets, FPS, mouse controller config.
AI Systems
AI behavior trees — 7 node types, entity states, blackboard, scoring.
ECS components — 8 component types, 2 systems, spatial hash config.
Tier System
All equipment in Grudge Warlords uses an 8-tier system:
| Tier | Name | Level Req | Material Example |
|---|---|---|---|
| T1 | Common | 1 | Copper, Pine |
| T2 | Uncommon | 10 | Iron, Oak |
| T3 | Rare | 20 | Steel, Maple |
| T4 | Epic | 30 | Mithril, Ash |
| T5 | Legendary | 40 | Adamantine, Ironwood |
| T6 | Mythic | 50 | Orichalcum, Ebony |
| T7 | Ancient | 60 | Starmetal, Wyrmwood |
| T8 | Divine | 70 | Divine Ore, Worldtree |
Stats scale with tier using base + (perTier × (tier - 1))
Items Database
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 }
}
]
}
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
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 }
}
}
]
}
Browse all sprites at 2D Models Browser
grudgeDot Assets
grudgeDot game asset manifest — sprite objects, animations, and resource paths for use in grudgeDot events and scenes.
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
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.
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.
167 battle and scene background image paths organized by zone/theme.
VFX effects registry — indexed list of all particle and spell effects across the codebase.
3D shader and FX registry — GLSL shaders (fire, lightning, magic, shockwave) with metadata for the 3DFX viewer.
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
26 game-ready spell VFX definitions — shaders, particles, splines, geometry, and timing. Pairs with spell-arsenal.json variant ids.
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:
- ObjectStore
/api/v1/rtsModels.json— design-time paths and prefab wiring for the RTS game mode. - Live D1 + R2
api.grudge-studio.com/assets— production GLB binaries on CDN with searchable metadata (category, bone map, animation packs).
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.
Live D1 index of environment GLBs (maps, arenas). Each row includes r2_key → https://assets.grudge-studio.com/{r2_key}.
Worlds
World definitions for multi-world game modes — island maps, spawn configurations, and biome data.
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
| Command | Parameters | Description |
|---|---|---|
hue | value: -180 to 180 | Shift hue of sprite |
saturation | value: 0 to 200 | Adjust saturation % |
brightness | value: 50 to 200 | Adjust brightness % |
flip | — | Flip horizontally |
trim | — | Auto-trim transparency |
export | — | Export current frame |
exportAll | — | Export all frames |
generate | prompt: string | Generate 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
| Format | Detection | Notes |
|---|---|---|
| PNG/WEBP Sprite Sheet | Auto-detect frame grid via transparent column/row analysis | Override cols, rows, frameW, frameH manually |
| Animated GIF | WebCodecs ImageDecoder API (with fallback) | Extracts all frames as individual canvases |
| Multiple PNGs | Sorted by filename, treated as frame sequence | Batch drag-and-drop supported |
| Aseprite JSON + PNG | Parses .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
| API | Purpose |
|---|---|
POST /api/ai/chat (Railway gruda-ai-router) | Vision analysis, sprite editing chat — Legion first, Puter backup server-side |
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 |
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.
| Client | URL (production) | Description |
|---|---|---|
sdk.auth | id.grudge-studio.com | Login / register via Puter (username, Grudge ID, Puter ID). Wallet/cNFT stay on wallet.grudge-studio.com. No product guest. |
sdk.game | grudge-api-production-0d46.up.railway.app (or same-origin /api on client) | Characters, account bag, island, wallet, lobbies |
sdk.account | same Railway game API /api/account/* | Profile / bag — do not invent a second account DB |
sdk.definitions | objectstore.grudge-studio.com/api/v1 or info…/api/v1 | Static ObjectStore JSON (this catalog) |
sdk.assets | assets.grudge-studio.com | R2 binaries; optional D1 index for search |
sdk.ws | Railway Colyseus / world endpoints on game API | Islands, 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)
Serverless search across all ObjectStore data. Searches weapons, armor, materials, consumables, enemies, bosses, skills, and sprites.
Parameters
| Param | Required | Default | Description |
|---|---|---|---|
q | Yes | — | Search query string |
type | No | all | Filter by type: weapons, armor, materials, consumables, enemies, bosses, skills, sprites |
limit | No | 50 | Max 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 }
]
}
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)
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:
- No Authentication - Direct HTTP access
- JSON Format - Easy to parse
- Stable Schema - Rarely changes
- Complete Data - All game definitions in one place
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
)
};
}