Coalhearth
The sprite work, moving
Screenshots cannot show a walk cycle. Everything below is the real game art running in the page — the same atlases the client loads, drawn frame by frame at whatever size and speed you set.
One character
Turntable
Eight rendered rotations, four frames each. Drag the speed down far enough and you can read the individual contact poses.
All at once
Every rotation, together
The reason the sprites are generated as a set rather than drawn one at a time: the same character has to stay recognisably itself from all eight angles, and drift only shows when you see them side by side.
Built one stone at a time
The cairn ladder
Height is the only channel telling you how many people have added to a cairn, so each course had to be unmistakably taller than the last. These are composed from a single generated stone rather than generated five times — five separate renders would not have held the size relationship steady.
The shared number, made visible
The fire by tier
The camp's fuel level is the one piece of genuinely collective state, so it had to be readable at a glance from across the map.