A wizard's tower seen through a PS1 camera and drawn like the official guide to a dungeon crawler nobody can remember. The world is damp, dark and crawling: stone corridors swallowed by fog, candlelight that barely reaches the floor, things with far too many teeth. But you're not a hero. You're one of the little ones, a squat robed minion with a pointy hat and a big nose, there to break things and run. It's the nostalgic dread of a 90s dungeon, low-res and grimy, shared with creatures you can't help loving. The menus, maps and monster entries feel like pages of a guide: framed plates, stat boxes, a boss's weakness in red, a line of grim lore underneath.
Touchstones
Where the vibe comes from. Click a picture to see it large; pick one or two and say what you took.
YAPYAP (Maison Bap, 2026)
a co-op horror game where up to six minions summoned by a wizard vandalise a rival's tower. Its makers describe the look as a dark, horror-esque vibe with PSX graphics and relatable, cute characters: chunky low-poly bodies and pixelated textures, lit by modern real-time shadows and cloth in deep indigo and candle amber. Take the cute-in-the-horror tone, the lo-fi surfaces under real lighting, and an ornate gothic UI frame around the play.
Plastiboo, Vermis I: Lost Dungeons and Forbidden Woods (Hollow Press, 2022) and Vermis II: Mist & Mirrors (2023)
the official guide to a game that doesn't exist, in grimy dot-matrix pixel illustrations, each page a framed plate with a gothic title, a lore box and a few lines of second-person warning. Take the page as a game object, the halftone and dither in two or three inks on black, and monsters (with plenty of teeth), insects and fungi drawn with love.
first-person PlayStation dungeons of warped stone textures, fog and slow, heavy combat, with a compass and HP bars in the corner. One of the games Plastiboo names as an influence on Vermis. Take the claustrophobic first-person dread, textures stretched and swimming across low-poly walls, and darkness standing in for draw distance.
ruined kingdoms, crawling bosses and lore tucked into item descriptions; also named by Plastiboo. Take the melancholy, the grotesque boss as a set piece, and lore told in fragments.
an old wizard descending an isometric labyrinth of brick floors, goblins and gruesome deaths, framed in carved Celtic stone; another Plastiboo names. Take the old wizard as the hero, the carved frame around the play, and death as a little horror show.
an isometric Mega Drive dungeon under a town, ornate gilded rooms, puzzles and grotesque blobby bosses; the fourth game Plastiboo names. Take bright, ornate rooms as a counterweight to the murk, and a boss that's both gross and funny.
Old-school RPG print: TSR modules and Fighting Fantasy gamebooks (late 1970s–80s)
Tomb of Horrors (Gary Gygax, 1978), The Warlock of Firetop Mountain (Steve Jackson and Ian Livingstone, 1982, illustrated by Russ Nicholson), and the 90s official strategy guides that followed them. Hollow Press describes Vermis as drawing on "old dungeon crawler games"; this print lineage is what its guide format echoes. Take hand-inked monsters, the second-person "you" in the text, stat blocks, maps and callout boxes.
an apprentice borrows the master's magic and floods the house. Not a stated influence of either source: it stands in for YAPYAP's mischief. Take magic as slapstick, and the servant's-eye view of the wizard's house.
Low-res surfaces Everything is built from coarse texels or dots: pixelated textures on low-poly forms,
or dithered, halftoned dot-matrix illustration. Resolution is a material, never smoothed away.
2
A dark, damp, crawling world Stone, fog, rot, candlelight, swamps and mines. The darkness does most of the
work, and the light is small and warm.
3
Cute grotesques Lovable little creatures (squat, big-nosed, pointy-hatted, caricatured) share the screen
with teeth, insects, fungi and things that shouldn't move. The horror is real, and so is the affection.
4
Information as an artefact Menus, HUDs, maps and bestiary entries look like guide pages or carved frames:
a gothic title, a framed plate, a stat box, a line of lore. No clean modern flat UI.
Dials
Pick a position on each on purpose, and try a different one next time. Set them in the brief builder.
Tone
Cute and slapstick (YAPYAP's minions)Grotesque and dread (Vermis's mines)
Surface
Crisp pixel or dot-matrix, every texel sharpSmeared PS1: affine wobble, vertex jitter, fog and blur
Light
Baked and flat, darkness painted inModern real-time shadows, cloth and volumetrics over lo-fi assets
Colour
Two or three inks on black (Vermis plates)Saturated candlelit pops: indigo night, amber flame, red health orb
First person in the corridor (King's Field)Isometric, looking down on the labyrinth (The Immortal, Light Crusader)
Cast
Playing the little minionsFacing the big monsters
Directions to try
Living bestiary the whole game is a Vermis-style guide; every room is a plate, every monster a page that
fills in as you meet it, and the turn of the page is the transition.
Minion's-eye King's Field first-person PS1 corridors, but you're a knee-high goblin servant, the furniture is
huge and the guardian is a slow, heavy thing in the fog.
Apprentice's flood an isometric Immortal-style tower where every spell goes a bit wrong, chaos stacks up
room by room, and a little tide of brooms and buckets follows you.
Pestilent mines in three inks black, mustard and rust only, dot-matrix lighting on a low-poly mine, your
lamp as the only colour.
Silver swamp sepia fog, a figure on a raft, almost no UI. Melancholy instead of mischief.
Traps
Clean, high-res or smoothly filtered surfaces: a sharp 4K texture or a soft bilinear gradient breaks the spell.
Grimdark with no warmth: if nothing is cute or funny, it's just another bleak soulslike.
Cute with no dread: if nothing is scary, it's a cosy game in a costume.
Flat modern UI (rounded cards, sans-serif buttons, toggles) over the world.
Darkness that hides gameplay: keep silhouettes, threats and interactables readable through the murk.
Palette
Click a swatch to copy its hex. Variants list only the roles they change; the rest keep the starting colour.
Starting palette
the style's own palette
ink on background 14.0:1 AAink on surface 8.6:1 AA
Vermis plate
suggested: goblin green and rust on black, gothic titles on a guide page (Vermis I)
ink on background 7.9:1 AAink on surface 5.1:1 AA
Pestilent mines
suggested: three inks, black, mustard and rust, your lamp the only light (Vermis I)
ink on background 10.8:1 AAink on surface 8.4:1 AA
Silver swamp
suggested: sepia fog and silence, melancholy instead of mischief (Vermis I)
ink on background 11.1:1 AAink on surface 7.6:1 AA
Stone and fog
suggested: warped grey stone, brown earth and dim gold HUD bars (King's Field)
ink on background 12.9:1 AAink on surface 7.8:1 AA
Brick labyrinth
suggested: red-brown brick floors in a carved grey stone frame, torches and skulls (The Immortal)
ink on background 12.2:1 AAink on surface 6.3:1 AA
tokens.json holds an indigo night sampled from YAPYAP's screenshots with candle amber, wizard purple and a red health orb, plus variants for a Vermis plate (black, goblin green, rust and parchment), the pestilent mines in three inks, a sepia silver swamp, King's Field's grey stone and The Immortal's brick labyrinth. Type is Jacquard 12, a pixel blackletter, for titles and VT323, a terminal face, for lore and stats. These are suggestions.
Type
The samples are editable: type your own words to try the faces.
displayJacquard 12 400 · 44pxUnifrakturMaguntia, Old English Text MT, serif
Grimoire Minions
bodyVT323 400 · 20pxCourier New, monospace
A wizard's tower seen through a PS1 camera and drawn like the official guide to a dungeon crawler nobody can
remember. The world is damp, dark and crawling: stone corridors swallowed by fog, candlelight that barely reaches
the floor, things with far too many teeth.
Sound
dungeon synth dronedripping stonecandle cracklemuttered gibberish incantationssqueaky minion yapsheavy footsteps in the fogbreaking crockeryPS1 reverbcreaking doors
Seen in
Nothing yet.
Brief builder
Set the dials and pick a direction, then copy the brief into a prompt for Claude or a note for a teammate.
Your choices stay in this browser.