What is it?
St. Ashgrove's, a white clapboard country church built in 1890 and closed in 1979. The last evening service never ended: the hymn board holds no numbers, the candles burned down to their holders and the bell rope hangs cut half-way up the tower. The doors were chained, the windows boarded, and the roof leaks over the north side of the nave. Someone kept winding the tower clock. 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 rural church and churchyard fast.
What can I build?
Country churches and chapels, naves and chancels, vestries and side rooms, bell towers on several floors, porches, sheds and outbuildings, and walled churchyards with gates, paths, fences and dead trees.
What's included
150 assets: clapboard exterior walls (plain, worn, window, half-height, doorway, double doorway, attic), panelled interior walls (plain, worn, arch, doorway, half-height, broken), lancet window walls (clear, boarded, broken), stone base walls and doorway, louvred belfry walls; plank, stone, aisle and tower floors with a trapdoor hatch; board ceilings, tie beams, purlins and corner trims; tower ladder-stair and chancel steps; single and double doors and a trapdoor with moving parts; nave roofs, ridge, gables and spire; pews (intact, broken, tipped over, collapsed), altar, altar rail, pulpit, lectern, reed organ, harmonium, a wooden booth, parish chest, safe, robe cabinet, cupboard, bookcases, desk, table, chairs, stools, bench, basin, stove, coat rack and the tower clock movement; candle stands, lanterns, oil lamp, wall sconces and lampposts; props (hymn board without numbers, hymnals and stacks, hassocks, aisle runner, collection box, candle box, notice board, wall clock, picture frame, vase, tray, kettle, key ring, oil can, coal scuttle, firewood, broom, bucket, ladder, crates, umbrella stand, bell rope); churchyard (headstones without inscriptions, lychgate, stone and iron fences, picket fences, low stone walls, flagstone, gravel and step paths, stone bench, urns, planters, notice stand, compost bin, water butt, wheelbarrow, garden tools, watering can, shed, dead trees, grass and weeds, the tower bell); debris (boards, glass, leaves, branches, stones, fallen organ pipes).
Demo level: one church and its churchyard:
Tower entrance through the west door; the south double door is chained from outside.
Nave with rows of pews, some broken or overturned, and the chancel with altar, pulpit and organ.
Vestry (the safe room) with desk, safe, robe cabinet and stove.
Bell tower on three floors: entrance, ringing room with the clock movement and the cut rope, belfry with the bell.
Churchyard with headstone rows, lychgate, dead tree and a shed yard behind the nave.
Gameplay spaces: gameplay markers for a spawn, a safe room in the vestry, hiding spots, chase loops around the nave and the churchyard, locked doors with their keys, puzzle spots (safe code, organ, clock movement, bell rope), a one-way door, scare anchors, landmarks and collectibles.
Lighting: Night and Day scenes in Blender; candle stands, lanterns, oil lamps, sconces and lampposts are real light fixtures.
Blender file only: the demo level, its Night and Day scenes and the gameplay markers are only in the .blend file. The FBX and glTF archives contain the individual assets.
Palettes: Whitewash (default), Moss, Cinder. Blender: all three, procedural. FBX: Base Color per palette. glTF (.glb): Whitewash.
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 Whitewash Base Color, ORM and Normal textures.
PNG textures, per part (FBX, shipped as additional texture archives, each with every map for one group of parts): Base Color per palette, ORM (AO / Roughness / Metallic) and tangent-space Normal; 4096 px for the nave roofs and the spire, 2048 px for architecture, gables, lychgate, shed and booth, 1024 px for mid-size furniture, 512 px for props.
How optimised is it?
150 assets (181 mesh parts), 315,220 triangles at LOD0 and 132,956 at LOD1 in total.
Per asset: median 1,550 triangles (LOD0) / 663 (LOD1); range 68 to 11,184 (LOD0).
184 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: the tower floors sit at 0, 3.6 and 7.2 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), arch 2.4 × 3.0 m, lancet window 1.2 × 2.4 m (sill 0.9 m), belfry louvre 2.0 × 1.6 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 tower trapdoor, cabinet and safe doors, chest lids.
What makes it different?
A finished, explorable church with its tower and churchyard, not a box of loose props.
Horror from absence, light and state changes, not gore: a service that never ended, a cut bell rope, a clock someone still winds.
Stylized, readable art direction with no photo textures, no real text, symbols, logos or brands.
Built for gameplay: safe room, hiding spots, chase loops, key and puzzle markers, convex collisions.
Same grid as our hospital, manor, school, motel, gas station, funeral home, lab, house and subway 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: extract the FBX archive and the texture archives into one folder (they share the top folder VESPERS_v1.0), import the FBX folder, then assign the Base Color, ORM and Normal textures (Unreal: flip the normal map's green channel).