Build dark stone dungeons, prisons, crypts and throne halls in minutes. 47 modular pieces on a 4 m grid, 70 props with 3 LODs, 8 decals, interactive doors and traps, 5 demo scenes. URP.Build cold stone dungeons, prisons, crypts and throne halls in minutes.Every piece snaps to a 4 m grid, the stone pattern runs straight across joints, and doors, gates and lids fit their frames exactly. Realistic, worn and game-ready, with 3 LODs and colliders on every model.WHAT'S INSIDE47 modular building pieces• Walls: doorways, arches, cell bars, barred windows, niches, alcoves, shelves, drains, pilasters, collapsed breaches, half walls• Floors: pits, hatches, drainage channels, raised platforms with steps, cracked and broken floors• Ceilings: flat, wooden beams, collapsed, and stone groin vaults with ribs• Square and round pillars, straight / half / spiral stairs, walkways on corbels, iron railings70 props• Prison: cell doors, wooden gates, pillory, torture rack and table, iron maiden, shackles, gibbet cage, key board• Crypt: sarcophagi, coffins, altar, mourner and knight statues, skull piles, urns• Throne room: stone throne, banners, arched double door• Traps & mechanisms: spike trap, portcullis with winch, trapdoor, wall lever• Light sources with flames: torches, braziers, candles, candelabras, iron chandelier, lanterns• Furniture, barrels, crates, sacks, books, weapons, bones and clutter8 URP decals: moss, cracks, grime streaks, blood, puddle, cobweb, dirt, scorch5 demo scenes: connected demo dungeon, throne hall, two-storey prison, vaulted crypt, prop overviewINTERACTIVE• Doors, gates, lids, trapdoor and portcullis open and close (DP_Openable)• Wall lever that operates any of them (DP_Lever)• Spike trap with timer, trigger and manual modes and a strike event (DP_SpikeTrap)• Flickering lights with flame particles (DP_FlickerLight)• Fly-through demo camera, works with both input systemsTECHNICAL DETAILS• Unity 6, Universal Render Pipeline (URP 17+)• Real-world scale, metres, 4 m grid (walls 4 × 4 m, 0.5 m thick)• Building pieces: 2,400 – 18,000 triangles (LOD0)• Props: 5,000 – 25,000 triangles (LOD0)• 3 LODs and colliders on every model• PBR textures 2048 × 2048 PNG: base colour, normal, mask map (metallic / occlusion / smoothness); kit also height• Tileable kit textures with world-scale UVs, so walls, floors and ceilings join seamlessly• Clear pivots: floor, wall plate or hinge• Documentation (PDF) with setup guide and script reference includedThe prop models were generated with AI-assisted 3D tools and then hand-processed: cleaned, scaled, given 3 LODs, colliders and baked PBR maps. The modular kit's geometry, the scenesFeatures:• 47 modular building pieces on a 4 m grid (walls, floors, ceilings, pillars, stairs, walkways, railings)• 70 props (prison, crypt, throne room, traps, light sources, furniture, clutter)• 8 URP decals• 5 demo scenes• Interactive doors, gates, lids, trapdoor, portcullis, wall lever and spike trap (C# scripts included)• Flickering lights with flame particles• Documentation (PDF): setup guide and script referenceNumber of prefabs: 125 (47 kit, 70 props, 8 decals)Number of meshes: 121 FBX files (some props have separate moving parts: lids, door leaves, lever handle)Number of materials: 91 (URP Lit, URP Decal, URP Particles)Number of textures: 276Texture sizes: 2048 x 2048 (PNG)Texture maps: Base Color, Normal, Mask Map (metallic / occlusion / smoothness), Height (kit only)Tileable kit textures with world-scale UVs (1 tile = 2 m)Polygon count:• Building pieces: 2,400 – 18,000 triangles (LOD0)• Props: 5,000 – 25,000 triangles (LOD0)Minimum polygon count: 2,400Maximum polygon count: 25,000LODs: Yes, 3 levels on every modelColliders: Yes (mesh colliders on kit pieces, box colliders on props)UV mapping: YesRigging: NoAnimation: No (doors, lids and traps are moved by script)Scale: real-world, metresRender pipeline: URP (Unity 6, URP 17+)AI was used in these parts of the process:1. Concept / reference images: reference images for the props and the source images for the tiling textures and decals were generated with an AI image model.2. Prop models: the 70 prop models were generated from those reference images with an AI image-to-3D tool.3. Code: the C# runtime scripts (DP_Openable, DP_Lever, DP_SpikeTrap, DP_FlickerLight, DP_DemoCamera) and the internal build tools were written with the help of an AI coding assistant and then tested and reviewed.What was done after generation, by hand and with our own Blender/Unity tooling:• Every prop was cleaned, oriented, scaled to real-world size and given a correct pivot (floor, wall, hinge).• High-poly sources were decimated to a polygon budget, normal maps were baked from the high-poly mesh, and 3 LODs and colliders were created.• Moving parts (lids, door leaves, trapdoor, lever) were made separately and fitted to their frames to the centimetre.• The 47 modular building pieces were modelled procedurally in Blender (not AI-generated): grid-exact dimensions, 5 mm overlaps so joints never crack, groin vaults with stone ribs, world-scale UVs.• The AI source images for the kit were upscaled and made seamlessly tileable with our own texture-synthesis tool; mask, normal and height maps were derived from them.• All scenes were composed by hand, every prop and piece was reviewed in close-up, and the package was tested in a clean URP project and in a Windows build.• All store screenshots are real renders of the assets in Unity – no AI-generated marketing images.







