30 volcanic pixel creatures with individual movement and attacks. Includes 150 clips, 30 prefabs, an animation inspection gallery and an autonomous habitat.Populate volcanic encounters with creatures shaped by molten rock, ash and obsidian. The roster includes a leaping magma toad, rolling basalt pangolin, chimney hydra, glass eel, fissure owl and fumarole colossus. Each creature includes Idle, Move, Attack, Hurt and Death.Inspect individual creatures and actions in the gallery: pause, step through frames, change speed, mirror playback, switch backgrounds and preview movement across ground. The separate habitat scene shows autonomous roaming, encounters, reactions, death and respawn without a player character.Use the included sprites, Animation Clips, controllers and prefabs in your game. The artwork is side-view with mirrored left-facing playback. The environment is one background illustration, rather than a tile kit. Tune example movement speeds and encounter rules for your game.30 creatures; 150 Unity Animation Clips; 972 unique transparent PNG frames; 30 Animator Controllers; 30 prefabs; 2 demo scenes.Frames: 128 x 128 pixels, Point filtering, uncompressed, mipmaps disabled, 64 PPU, pivot (0.5, 0.125). Idle and Move loop; Attack, Hurt and Death play once. Per-frame durations and attack contact indices are included in the JSON catalog. Side-view only, with mirrored left-facing playback; no independently drawn up/down views.One 1024 x 576 background, English offline TXT/RTF guide and demo scripts. Scenes populate at runtime. No external Asset Store package dependencies. No player, audio or tilemap kit. Prepared against Unity 6000.3.26f1 assemblies. C# compilation and file-reference checks passed; clean Unity import, Play Mode and render-pipeline compatibility have not been verified.OpenAI image generation was used to create source creature animation sheets and the environment background. Source sheets were separated into frames, aligned, reduced to a limited palette and resized with nearest-neighbor sampling. Targeted sheets were regenerated where poses touched. Code was used for asset assembly, preview playback and media composition. Store media uses the delivered sprites and frame sequences.


