Walls built from blocks
Walls, doors and gates now come in six materials, from wood up to mech-alloy, and each one has its own strength. They join their neighbours in every direction, swing open on their hinges, and visibly crack and break as they take damage. Every sprite comes from a 3D model that an agent built in Blockbench.
What's new
- Six materials for walls, doors, gates and the new window wall: Wood 120, Brick 220, Stone 320, Metal 400, Reinforced 560, Mech-alloy 800 HP.
- Each material takes damage differently. Wood burns (fire x1.5). Brick and stone shrug off bullets but crack under explosives (x1.3). Metal resists fire. Reinforced takes 15% less from everything. Mech-alloy halves bullet damage.
- Upgrade a piece in place, one material at a time. Brick and reinforced need a forge nearby, stone and metal a workbench, and mech-alloy the electronics bench for now (the mech-tech bench later).
- Walls join their neighbours: end caps, straight runs, corners, T-junctions and crosses all line up on the grid. Doors in a north-south wall turn to face along it.
- Doors and the new two-tile gate swing open on their hinges in five frames. Only you can open them.
- Walls show three states: intact, cracked below 66% HP, and broken down to a stump with rubble below 33%.
- The window wall has a firing slit. You can see and shoot out through it, but nothing can walk through it.
- New materials: bricks (stone and water at the forge), mortar (at a campfire) and mech-alloy plate (from mech cores). Patch any wall with its own material: hit it with a plank, brick or plate in hand.
- Old saves still load. Your old metal walls become Metal, and your reinforced walls stay Reinforced, at the same share of their health.
How it was made
- Each piece is one model. A script sends Blockbench a series of commands (create a group, place a cube, set its texture), 152 cubes in all, and exports the model. The wall is a centre post with four arms, each split into a low and a high part, plus extra pieces for cracks, chips, jagged stumps and rubble.
- The materials are textures, not separate models. A small script paints six 64x64 texture sheets, one per material, all from the game's 32-colour palette, with the same layout. The renderer swaps the sheet, so one wall model becomes six materials.
- Godot renders every variant. For walls that means 16 neighbour combinations times 3 damage states. It shows or hides parts per frame: arms for the neighbours, crack overlays for cracked, and stumps and rubble instead of the top half for breached. Doors are rendered at five hinge angles. The camera is squashed so one model unit is exactly one screen pixel, which is why neighbouring tiles meet with no seam.
- Each render is reduced 4x by picking the most common palette colour per block, then Aseprite locks the palette and exports the sheet. All 24 sheets (4 pieces x 6 materials) rebuild in about 30 seconds.
Screens
Tools used
| Blockbench 5.2 + MCP plugin | Four low-poly models (wall, window wall, door, double gate), built entirely through scripted tool calls with no hand editing. |
|---|---|
| Godot 4.7 | Renders each model to sprites with the game's fixed camera and top-left light, then runs the walls in the game. |
| Aseprite 1.3 | The finishing pass: locks every pixel to the 32-colour palette, removes stray pixels, and exports the sheets. |
| Claude + Hermes | Wrote the model builder, the renderer changes, the game rules and the tests, and checked every screenshot. |
How to try it
- Start a game and press B (Triangle on PS5) for build mode. Pick Wall, Window Wall, Door or Gate (wheel or Z/X; L1/R1 on PS5).
- Paint a wall line with the left mouse button held down (R2 on PS5) and watch the corners and junctions join up.
- Point at a wall and press E (Cross on PS5) to upgrade it. The info box says which station the next material needs.
- Let raiders or a mech hit your walls to see them crack and then break. Hit a damaged wall with its own material in hand to patch it.
Known issues
- Walls running north to south show mostly their top, so they read thinner than east-west runs.
- Cracks are hard to see on the dark reinforced and mech-alloy walls.
- Walls have no soft contact shadow yet, so they sit a little brighter than the ground.
- Mech-alloy uses the electronics bench until the mech-tech bench arrives with the survival update.
Ironfall dev log · Update 11 of 18 · All updates