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A downloadable asset pack

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Description:

Build the kind of shelter someone assembles out of whatever they could find. Modular Makeshift Structures is a low-poly, hand-weathered building kit for survivor-built homes, salvaged shacks, and improvised structures, made for island survival, post-collapse settlements, underground communities, or any world where nobody's building to code anymore.

Every wall, roof, and door piece snaps together on a grid, from single-room shacks to larger, irregular layouts. Corner and junction roof pieces mean non-rectangular footprints are fully supported, not just squares and rectangles. Mix wood, tin, and scavenged materials for a look that reads as assembled, not manufactured.

Built for survival and post-apocalyptic games specifically, but flexible enough for any setting where makeshift construction fits, from stranded castaways to underground metro communities.

Godot-ready, pre-configured drag-and-drop scenes are planned as a free update for existing owners. 

Try Before You Buy:

Not sure yet? A free sample pack is available featuring 8 ready-to-use prefabs pulled straight from the full collection:

  • 3x Wall Sections (1 Long Wall, 1 Short Wall, 1 Wall_Door)
  • 1x Roof Middle
  • 1x Floor Section
  • 1x Wood Post
  • 1x Door Frame
  • 1x Wood Door

Delivered in OBJ and GLB formats. Same quality, same hand-painted textures, zero cost, a genuine taste of what's in the full pack.

What's included:

160  individual objects/components, organised into the following categories:

  • 20 doors (makeshift wood and tin, plus constructed-found styles)
  • 25 roofing pieces (12x tin and 11x cloth, including 2x tin corner pieces for irregular shapes)
  • 23 wall pieces (7x short, 10x long, and 4x door-ready sections)
  • 19 floor pieces (8x half and 11x full tile)
  • 32 fencing pieces (12x chainlink,15x metal sheet, 5x steel lattice)
  • 41 structural and building-material pieces (posts for walls and fences, beams for flooring, as well as planks, boards, roof construction pieces)
Pairs Perfectly with:

Metro Depths: Living Quarters (furniture pack), sold separately, for fully dressed interiors.
https://devlock3d.itch.io/metro-depths-living-quarters

Grid:

Built on a 0.03125 unit grid (1 pixel at native scale), carried through from Blender into Godot for accurate snapping.

Wall system:

Long and short wall sections are sized differently to avoid corner clipping, long pieces wrap the outer edge, short pieces sit inset. A center post covers the gap where two short walls meet; use plank or board pieces to dress that seam further if you want it fully hidden.

Technical Specs:
SpecDetail
Total Objects160
Faces10,873
Triangles21,442
File Size
(Uncompressed)
~58.3MB
(inc. Preview renders)
FormatsOBJ, FBX, GLB, GLTF
TexturesHand-Painted pixel art. PNG Format.
AI GenerationNone - Completely hand-crafted.
Engine CompatibilityGodot(Tested), Unreal, Unity (Standard Format Compatibility)
Folder Structure:

Metro_Depths_Living_Quarters/

├── [Format]/
│   └── [Category]/
│       ├── "Object"
│       ├── Textures/
│       └─── "Texture.png"

Each category folder is self-contained — textures travel with their objects, so any folder can be used independently without broken links.

Notes for Buyers:
  • PBR texture maps are planned as a free future update — not required for the current hand-painted pixel art style, which is designed to be used as-is.
  • Collision is not pre-built into the meshes. Most engines (Godot, Unity, Unreal) support automatic collision generation from mesh geometry on import. (Coming in free Godot update)
  • Blender source files are not included.
  • This pack is part of the ongoing Metro Depths collection. Future packs (Metro Tunnels, Metro Stations, Industrial & Warehouse, and more) will expand the same connected world and will be available as a complete pack (Founder Edition available on launch).
Godot-specific import notes:
  • Godot imports external textures as shared references by default. If editing individual object instances (materials, colours), right-click the resource and select Make Unique first — this is standard Godot behaviour, not specific to this pack.
  • For GLTF imports, set texture handling to Internal rather than Extract on import for textures to load correctly.
  • For crisp, non-blurred pixel art textures, set texture filtering to Nearest rather than the default Linear/Filter — either per-material or globally via Project Settings → Rendering → Textures.
  • If Godot rounds your Translate Snap value (e.g. 0.03125 becomes 0.031), lower the interface's minimum float step: Editor Settings - Interface - Inspector and find default float step. reduce the step to 0.00001 value. This lets the snap field accept the exact grid value without rounding.

Purchase

Get this asset pack and 1 more for $19.99 USD
View bundle
Buy Now
On Sale!
33% Off
$14.99 $10.04 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $10.04 USD. You will get access to the following files:

Metro Depths Modular Makeshift Structures Pack.zip 51 MB

Download demo

Download
Metro Depths Modular Makeshift Structures Sample Pack.zip 21 MB

Development log

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