What is it?
A small-town public library, closed overnight after the returns started coming back by themselves. The green reading lamps are still on, the card-catalogue drawers hang open and one stack has fallen across the aisles. Walk through it straight away, or take it apart to build your own. Every piece snaps to a 1 m grid on 4 m modules, the same grid as our other horror kits.
Who is it for?
Developers of exploration, walking-sim, survival and stealth horror games, and level designers who need a believable abandoned library fast.
What can I build?
Reading rooms with mezzanines, open stacks, circulation desks and card-catalogue halls, rare-book rooms, study rooms with carrels, periodicals corners, staff rooms and workrooms, archive basements with compact shelving and records vaults.
What's included
120 assets: walls, floors, ceilings, stairs, trims, doors, shelving, furniture, lights and props of a public library; see the asset sheets in the gallery for the full list.
Demo level: a small-town library closed overnight. The demo level is available in .blend, FBX and glTF (BOOKDROP_DemoLevel.fbx / .glb); gameplay markers are empty / null nodes in all three:
Atrium: entrance doors, circulation desk and card catalogues with open drawers.
Reading room: double height under a coffered ceiling, reading tables with green lamps, an oak stair up to the mezzanine.
Open stacks: rows of shelving, one stack fallen across the aisles.
Side rooms: rare books behind a locked door, study with carrels, periodicals with the microfiche reader, staff room, workroom, processing room, wash room.
Archive basement: a stair hall down to compact shelving and a records vault behind a locked door.
Gameplay spaces (demo level, empty / null markers): a spawn, a safe room, hiding spots, two chase loops, locked doors with their keys, puzzle spots, scare anchors, landmarks and collectibles.
Lighting: Night and Day scenes in Blender; the lamps and ceiling fixtures are real light fixtures.
Palettes: Oak (default), Dust, Ash. Blender: all three, procedural. FBX: Base Color per palette. glTF (.glb): Oak.
Formats
Blender 5.2 (.blend): kit marked for the Asset Browser + demo level in Night and Day scenes; one procedural master material with editable colours, wear and grime; light fixtures switch on and off per object; showcase cameras.
FBX, per mesh part: LOD0 (bevelled), LOD1 (lighter) and convex collision (UCX_ naming) on every asset except small props, lights and decals; exported Y up with the axis conversion baked into the meshes.
glTF (.glb), per asset: embedded Oak Base Color, ORM and Normal textures.
PNG textures, per part (FBX, shipped as three additional texture archives, each with every map for one group of parts): Base Color per palette, ORM (AO / Roughness / Metallic) and tangent-space Normal; up to 4096 px for the stair flights, 2048 px for architecture and the main shelving, 1024 px for large furniture, 512 px for props.
How optimised is it?
120 assets (130 mesh parts), 347,144 triangles at LOD0 and 160,266 at LOD1 in total.
Per asset: median 1,904 triangles (LOD0) / 732 (LOD1); range 72 to 26,900 (LOD0).
127 convex collision meshes (UCX_) shipped with the FBX files.
One master material per asset; a separate emissive material only on lights, a separate glass material only where there is glass.
How modular is it?
1 m grid, 4 m modules. Walls 3.5 m high, 0.2 m thick, centred on the grid line. Storey height 3.6 m.
Openings: single door 1.2 × 2.3 m, double door 2.0 × 2.5 m, arch 2.4 × 3.0 m, window 1.6 × 2.0 m (sill 0.9 m).
Pivots: walls and floors at the corner, props at the bottom centre, wall-mounted pieces at the back centre, ceiling fixtures at the top centre.
Moving parts are separate meshes pivoted on their hinge: door leaves, the double entrance door, the glazed bookcase doors and the cupboard doors. Card catalogues and filing cabinets come with closed and pulled-out drawer variants.
What makes it different?
A finished, explorable library, not a box of loose props.
Horror from absence, light and state changes, not gore: lamps left on, drawers pulled out, a fallen stack, a book drop full to the brim.
Stylized, readable art direction with no photo textures, no real text, logos or brands.
Built for gameplay: safe room, hiding spots, chase loops, key and puzzle markers, convex collisions.
Same grid and conventions as our other stylized horror environments.
Supported versions
Blender 5.2+.
FBX and glTF for Unity, Unreal Engine, Godot and other engines. The demo level ships in the FBX and glTF archives as one assembled scene with named marker nulls. Light objects stay in the Blender file. Engine-specific projects (prefabs, material instances) are not included.
How quickly can I use it?
Blender: open the file and render. Drag single assets from the Asset Browser.
Engines: extract the FBX archive and the three texture archives into one folder (they share the top folder BOOKDROP_v1.0), import the FBX folder, then assign the Base Color, ORM and Normal textures (Unreal: flip the normal map's green channel).