We label every picture on this site. Some of these worlds don't have their skin
on yet, and saying which is which costs us nothing and tells you a lot.
In engine — a real frame from a running build.
Early build — real, but the art is still being replaced.
Greybox — untextured test geometry; the shape is the point.
Process — a working reference, not gameplay.
In engine
The editor's 3D workspace with an Outer Index 3D world open, and the data tables
that generated it along the bottom.
Early build
Alderen: a torchlit corridor, the vitals and action bar, and the fog-of-war map
cut out of the dark.
Greybox · untextured
A world as a floating chunk of reality against the void sky. Untextured test
geometry — the generated coastline is the point.
In engine · work in progress
Procedurally generated snowfield with wind-scoured rock. Materials are
placeholder; this predates the lighting fix.
In engine · work in progress
Generated terrain and a placed landmark at low sun. This predates the lighting
fix, so the figure reads darker than it does now.
Greybox · untextured
The same island under a daylight sky, showing the procedural coastline and the
chunk's cut edge.
Early build
Outer Index running inside our engine: pixel-art town, torchlight and the run
HUD. Captured for testing rather than composed.
Process · not gameplay
Creature candidates reviewed blind as silhouettes, so none of them survives on
colour alone.
Process · contains AI-generated assets
A working reference sheet of generated rock and landmark meshes, made with a
third-party AI tool (Meshy) and reviewed by hand. Not a game screenshot.