Docs · Themes

A complete look, ready to inherit

A theme is everything a game looks and sounds like — palette, sprites, UI chrome, the audio voice — authored as code so your agent can use it, bend it, or replace it. A default, not a wall.

Regalia

Ships today

Bold duotone vectors — one hue at two weights, no outlines. A core-of-four palette grown by the job, a rigged hero with seven clips, soft-synthesis audio, and a UI kit cut from the same cloth. Day and night, role for role.

See the full brand sheet

The second theme

In design

The theme seam exists so Regalia never becomes a house style you can't leave. A second look — different palette discipline, different audio voice, same contract — is on the bench.

Watch this shelf.

The theme contract

Everything a look needs, all of it code

Palette

Named roles, not loose hexes — contrast-checked, with a day/night mirror the UI inherits.

Art kit

Sprites, textures, autotile and a rigged hero — drawn from shapes, crisp at any scale.

Audio voice

SFX and music synthesised from parameters, tuned to the theme's temperament.

UI chrome

Menus, HUD, buttons and badges in the same hand — the game never breaks character.

The seam that makes themes swappable is the asset contract —docs/ASSETS.md — four clauses that make any outside art, sound or font first-class.