You pick a request in the Requests tab, hit "I want this one" and talk to us in the chat if you have questions. You deliver through this area, in a .zip. We review in 7 to 14 days, ask for changes if needed, approve and pay to the PIX key in your profile.
Approved art becomes MushRog's. In return, besides the payment: your name on the artists page and in the game credits, your signature on the card of every character you made, a hero created by you (it goes to your account and to the site as "coming soon"; making it playable for everyone is our call, through the banner), tomes to level that hero to 100, and any cosmetic you draw goes to your account.
Rules for everything
Rule
How
Format
PNG with transparent background, 1 image pixel = 1 game pixel
Line
Clean pixel art: no anti-aliasing, no blur, dark outline
Palette
Free, but matching the game's base (earthy tones, low saturation; strong color only for the element)
File names
Exactly as the chapter says; that is how the importer recognizes them
Delivery
.zip with the chapter's folders; revisions go as a new delivery
Forbidden
Rips from other games, third-party art without a license, AI-generated art
Full character
A hero needs three things: the portrait, the sprite strips that walk around the map and the icons of the four skills. Use the hero page on the site (lore, element, weapon) as the brief.
1. Map sprites
The game's male base (Jhonatan), 4× zoom: idle, walk and slash from the front, side and back. The frame is 32×32; the character is two heads tall.
Item
Value
Frame
32×32 px, feet on the bottom row (y 31), body centered at x 16
Directions
front (down), side facing RIGHT (sideways) and back (up); the game mirrors the left
Idle
1 frame per direction: 32×32
Walk (move)
4 frames per direction, side by side: 128×32 strip, 10 fps loop; legs alternate 1-2-3-4
Slash
4 frames per direction: 128×32 strip, 13 fps; wind-up and swing with the weapon
Weapon
Drawn in hand in every frame (the weapon is part of the hero)
Dark Armor (Jhonatan), 4× zoom: helmet, body and legs, each aligned to the base frames.
On the map armor is not drawn today (only the weapon), but the piece is still drawn worn for the panel, the card and the shop. An armor is a set of 3 layers that follow the character frame by frame.
Layer
Frame
What it covers
Helmet
32×32, same head position in every base frame
Head; follows the walk bob
Body
32×16 (top half of the character: neck to waist)
Torso and arms
Legs
32×16 (bottom half)
Legs and boots; alternate with the walk
Animations
idle 1, walk 4, slash 4, in the 3 directions (like the character)
Each hero's fixed weapon is already drawn in their hand (Character chapter). This chapter is for cosmetic weapons, which replace the look of the weapon for any hero of that type (sword, axe, spear, dagger, bow, staff, wand, mace, shield).
Soldier's Sword effect (Jhonatan), 4× zoom: the slash trail, centered on the character, 4 frames.
Item
Value
Weapon in hand
32×32 per frame, aligned to the base hand: idle 1, walk 4, slash 4, in the 3 directions
Slash effect
32×32, 4 frames, centered on the character; in the upward slash it goes behind them
Files
Weapons/<Name>/<Name>_<idle|move|slash>_<dir>.png and Weapons/<Name>/<Name>_fx_<dir>.png
Icon
Icons/<name>.png, 64×64
Familiars
New format: the game does not draw familiars yet. A small creature floating beside the character, with no effect on combat. Talk to us first.
Item
Value
Frame
24×24 px
Animations
float (4 frames looping at 8 fps); optional: reaction (4 frames) when the hero uses the fury
Directions
front and side facing right (the game mirrors); back optional