A complete, explorable Cold-War research station buried under a dry lake bed, in a clean stylized look.
187 modular pieces
a surface pump house and three sub-levels: offices, labs, observation cells, a generator hall and a round vault
three colour palettes in Blender (all three as FBX texture packs, Hazard in glTF)
night and day lighting
What is it?
A research station built in 1958 under a dry lake bed and reached through a pump house that, on paper, was a weather station. It closed in 1987 after a containment failure on the lowest level; the lift was welded shut from the surface and nobody went down again. The observation cells were found locked from the outside and empty. The vault was open. 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, survival, anomaly and stealth horror games, and level designers who need a believable underground lab, bunker or secret facility fast.
What can I build?
Underground labs and bunkers, containment facilities, research stations, control rooms, observation blocks, generator and pump rooms, flooded service levels, checkpoints and decontamination areas, and a fenced surface compound.
What's included
187 assets: poured-concrete corridor walls (plain, hazard band, conduit, vent, spalled, damaged, open, half and quarter pieces); steel-panel, tiled decontamination and shower walls; observation walls with one-way glass, cell walls with bars and a vault arch; concrete, painted, tiled, drain, grate, hatch and flooded floors; concrete, conduit, beam and acoustic-tile ceilings; concrete and steel stairs; catwalks, railing, ladder and pillar; door sets with moving parts (round vault door, blast door, keycard door, cell doors, swing and double swing doors, roller shutter, floor hatch, welded lift doors); furniture (control consoles, reel-to-reel computers, CRT wall, lab benches, fume hood, sink station, restraint chair, specimen tanks empty / drained / cracked, cryo cabinet, monitoring bed, bunk, steel toilet, observers' chairs, guard booth, turnstile, lockers, filing cabinets, archive shelving, desks, generator, pump, breaker panel, fuse panel with opening door, decontamination shower); lights (fluorescent fittings on / off / broken, bulkhead lights, alarm and beacon lights, cage lamp, procedure lamp, desk lamp, exit box light without text, floodlight); props (keycards, reel tapes, file folders and boxes, clipboard, typewriter, phone, intercom, field radio, projector, slide box, tripod camera, microscope, centrifuge, glassware, flasks, test-tube rack, instrument tray, survey meter, gas mask, hard hat, ID tags, toolboxes, crates, pallets, barrels, gas cylinder, fuel can, cable reels, work light and more); surface pieces (pump house walls, door, window and roof, water tank, weather mast and screen, power pole, chain-link fence and gate, gravel, dirt track, access hatch); wall and floor decals (cracks, stains, rust, scorch marks, scratches, drag marks, puddles, floor stripes, blank warning plates) and debris.
Demo level: a fenced compound with the pump house and three sub-levels below it:
Surface: pump house, water tank, weather station, site gate and access track.
Sub-level 1: lift lobby, checkpoint, decontamination, archive, records office, offices and changing room.
Sub-level 2: ring corridor with colour bands, chemistry lab, procedure room, sleep study, control room, storage, a crawlspace, and an observation block with an observers' gallery facing six cells.
Sub-level 3: generator hall with a flooded corner, pump room, breaker room, round specimen vault, fuel store, decontamination and cold store.
Gameplay spaces: gameplay markers for a spawn, three safe rooms, nine hiding spots, six chase loops, locked doors with keycards and a fuse puzzle that restores power, scare anchors, landmarks and collectibles.
Lighting: Night and Day scenes in Blender; the sub-levels keep their own fluorescent, bulkhead and alarm lights in both.
Palettes: Hazard (default), Green, ColdBlue. Blender: all three, procedural, switch them in the master material. FBX: meshes in the FBX package; the Hazard textures (Base Color, ORM, Normal) and the Green and ColdBlue Base Color textures in two Additional files packs (unzip both into the same folder). glTF (.glb): Hazard only.
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); exported Y up with the axis conversion baked into the meshes.
glTF (.glb), per asset: embedded Hazard Base Color, ORM and Normal textures.
PNG textures, per part (FBX): Hazard, Green and ColdBlue Base Color, ORM (AO / Roughness / Metallic) and tangent-space Normal (all in the two Additional files packs); 2048 px for architecture, doors and large furniture, 1024 px for mid-size pieces, 512 px for props, lights, decals and debris.
How optimised is it?
187 assets (214 mesh parts), 615,392 triangles at LOD0 and 296,233 at LOD1 in total.
Per asset: median 2,738 triangles (LOD0) / 1,088 (LOD1); range 24 to 12,900 (LOD0).
190 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, window 1.6 × 2.0 m (sill 0.9 m), observation window 3.4 × 1.7 m (sill 0.9 m), round vault door 2.6 m across in a 2.8 × 2.8 m bay.
Pivots: walls and floors at the corner, props at the bottom centre, ceiling fixtures at the top centre.
Moving parts are separate meshes pivoted on their hinge or axis: door leaves, the vault door, cell doors and hatches, the roller shutter, lids, the fuse-panel door.
What makes it different?
A finished, explorable four-storey station, not a box of loose props.
Horror from emptiness, light and state changes, not gore: an empty restraint chair, bent cell bars, a drained tank, an open vault.
Stylized, readable art direction with no photo textures, no real text, logos or insignia.
Built for gameplay: safe room, hiding spots, chase loops, keycard and fuse markers, convex collisions.
Same grid as our hospital, manor, school, motel, gas station and funeral home kits.
Supported versions
Blender 5.2+.
FBX and glTF for Unity, Unreal Engine, Godot and other engines. 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: unzip the FBX package and both Additional files packs into one folder, import the FBX folder, then assign the Base Color, ORM and Normal textures (Unreal: flip the normal map's green channel).