30 animated desert monsters: beasts, ruin constructs and spirits. Includes 150 clips, 30 prefabs, an animation inspection gallery and a player-free autonomous habitat.Populate ancient desert ruins with 30 ordinary pixel-art monsters: desert beasts, walking stone and ceramic constructs, and restless relic spirits. No bosses are included.Each monster has Idle, Move, Attack, Hurt and Death. Movement follows its anatomy: four-foot support, long-legged bird steps, hind-leg hops, finger crawling, segmented snake motion and airborne appendages. Attacks include jaw and beak motion, heavy arm strikes, hinged lids, a rotating crank, chain-lantern swings and spectral reaches.Inspect a creature, action and individual pose in the animation gallery. Play, pause, step frames, change speed and background, mirror left, and compare movement in place or across the ground. A separate desert habitat presents all 30 monsters roaming, encountering each other, reacting, falling and respawning without a player character.The package contains ready SpriteRenderer/Animator prefabs and a concise English offline guide. Artwork is one right-facing side or three-quarter view per monster, with a mirrored left view. Up/down or four/eight-direction art is not included. The demo code presents animations; production combat, player controls, navigation, sounds and modular terrain are not included.CONTENT30 ordinary monsters; zero bosses150 Animation Clips: Idle, Move, Attack, Hurt, Death for every monster1,103 individual transparent PNG animation frames30 Animator Controllers and 30 SpriteRenderer/Animator prefabs30 optional monster sheets plus the retained pilot sheet2 full demo scenes: individual inspection and autonomous desert habitat1 retained legacy Sandstone Sentinel inspection scene2 flattened full-scene backgrounds; legacy pilot background retainedEnglish offline RTF/TXT guide and JSON catalogSPRITES AND TIMING256 x 128 character canvases; 64 PPU; Point filtering; uncompressed; mipmaps offBinary character alpha and fixed per-creature pivots8 movement poses per monster; other action counts and holds varyAttack contact indices and per-frame durations are recorded in the catalogAttack/Hurt/Death do not loop; Death holds its final poseOne right-facing side/three-quarter view; mirror left using flipXOptional sheets: five rows, 256 x 128 native cells, transparent POT paddingFull background content 1280 x 720, padded to 2048 x 1024 in UnityUNITYPrepared using Unity 6000.3.26f1; namespace Knock.DesertRuins30Default material: Sprites/Default; no external Asset Store dependenciesScript compilation against installed Unity assemblies and file/reference checks passedClean import, Play Mode and render-pipeline playback have not been verified hereClips change sprites only; no root motion, colliders, hitboxes or damage eventsDemo movement and encounters are presentation examples, not production AINo layered Aseprite sources, runtime skeletal rigs, audio or complete gameplay systemsOpenAI image generation was used for original base artwork and two backgrounds. Base art was reduced to native pixel grids, palette-limited, separated into articulated parts and corrected through anatomy-specific pose authoring and frame alignment. The approved pilot frames were preserved. Marketing images and videos use the delivered PNG frames and catalog timings; videos are rendered asset previews, not Unity Editor recordings.


