Creep
Explosive enemy that seeks the player and self-destructs.
- HP
- 28
- SPD
- 4
- PTS
- 20
- BLAST
- 50
Every actor, hazard, switch, and item you can drop into a Sploder game — 95 pieces ready to mix into something playable. No downloads, all in your browser.
Start buildingHit points, speed, damage, drop chance, score. Every piece in the catalog has knobs so a "zombie" in your game means whatever you want it to mean.
Pressure pads. Switches. Sensors. Gates. Build a timed door, a moving platform, a chain reaction. Anything the player touches can trigger anything else.
Connect any number of scenes with portals, exits, and color-coded keys. Send players down a corridor, or open up a sandbox they can wander and unlock.
A built-in pixel editor and a chunky retro palette. Re-skin a single enemy or the whole game, then share what you made with a single link.
The player, enemies, dummies, and anything else with a brain.
16Explosive enemy that seeks the player and self-destructs.
An NPC that aligns with ferromagnetic targets on a shared axis, then activates its magnet to drag them back along that axis. Release orthogonally to escape.
Stays on path. Intercepts player at nearest path point. Never flees.
Tracks player via scent (passive creep). Enters aggressive pursuit on close LOS. Flees when critically hurt.
Underground ambush NPC. Invisible while burrowed, leaves cracked ground trail. Surfaces within 3 cells to melee.
Patrols path. Pursues player off-path when spotted. Returns when lost.
Ranged attacker that keeps distance. Teleports periodically (5-10s) and when damaged.
Player-controlled entity. One per game.
Stationary, brainless target for combat testing. Does not move or attack.
Player-team NPC that pathfinds toward the nearest goal zone. Ferromagnetic, so magnets and grabber NPCs can intercept it. Removed on arrival.
Stays on path. Attacks in range. Never leaves path, never flees.
Chain-linked entity. Head follows AI, body segments auto-join when drawn adjacently in the world editor.
Stationary weapon that fires at the player. Can use melee, ranged, or ray attacks.
Wanders freely. Pursues on sight. Flees when critically hurt.
Decorative NPC that always faces the player. Useful for storytellers, shop owners, or bards near narration cells.
Tracks player via scent (passive creep). Enters aggressive pursuit on close LOS. Slow, relentless. Never flees.
Walls, doors, and gates. The bones of every level.
11Wall that can be destroyed by damage or explosions.
Diggable wall. Toughness sets how many ticks the player must spend digging (weak=1, medium=3, strong=6). Hardness sets cave-in / dig-immune behavior: soft dirt regrows in dug-out cells at random (5%/tick, only when no actor is standing in the cell -- tunnels collapse behind you), medium is standard dig-only, hard cannot be dug at all and only explosions destroy it. Always blocks NPCs, projectiles, and lasers; explosions always destroy.
Locked passage requiring a matching key to open.
Static blocking wall that auto-brightens its outer-ring edge pixels on the cardinal sides facing open space. Visual only; no gameplay effect beyond blocking.
Spawner that is invisible during gameplay. Use for ambient NPC spawning with gravity pull.
Blocking wall that evaporates with a whoosh once its scene's objectives are all complete.
Allows movement in one direction only. Projectiles pass through both ways.
Spawns entities in adjacent cells when player is in range.
Heat-emitting structure. Ignites nearby flammable entities.
Static blocking tile. Forms room boundaries and obstacles.
Transparent wall. NPCs see through but cannot pass. Breaks from projectiles, explosions, or zombie melee.
Lava, acid, fire, gas. Anything that hurts whatever touches it.
13Corrosive floor tile. Slower tick rate than lava, lower damage.
A moving wall that slides back and forth along a configured axis. Instantly crushes any crushable entity in its path; bounces off walls and non-crushable obstacles.
Submerged floor tile. Drains oxygen from any HasDrain entity (player) standing on it; suffocates on empty.
Pressurized tank. Blocks movement and vision. Bursts when destroyed, releasing poison gas and knockback without fire.
Highly flammable liquid. Ignites easily and spreads fire.
Flammable floor tile. Catches fire from nearby heat sources.
Healing floor tile. Restores HP over time while standing on it.
Slippery floor tile. Entities slide when stepping on it.
Damaging floor tile. Hurts entities standing on it.
Slow floor tile. Reduces entity movement speed.
Heavy boulder that falls under scene gravity. Crushes any actor it lands on; stops on walls and dirt-walls. Optionally pushable -- shove it off a ledge onto enemies. Destroyable by explosions.
Floor tile that arms when an actor steps on it and opens after a configurable delay (small/medium/large). Once open, any actor sharing the cell falls into the void: their sprite shrinks and fades, and they take fatal damage so the player loses a life via the standard respawn flow.
Liquid tile that flows to adjacent cells.
Pretty things that paint the world but never get in the way.
7Decorative background tile. No gameplay effect. Scrolls with background layer settings.
Passive visual prop. Non-blocking, non-collectible set dressing.
Decorative background tile with a shader-driven brightness cascade. Visual only -- no gameplay effect.
Floor terrain with a shader-driven brightness cascade. Visual only -- no gameplay effect.
Floor terrain that autotiles between design states with ordered-dither edges. Visual only; no gameplay effect.
Passive floor terrain. No gameplay effect, purely visual. Change the sprite key to select a floor style.
Floor-placed light source. Illuminates surrounding area with optional flicker or pulse.
Coins, keys, crates, barrels, and pickups the player can grab.
4Explodes on death. Deals area damage.
Slow-burning connector. Carries fire between distant objects.
Generic collectible item.
Unlocks a matching door. Consumed on use.
Win conditions. Score targets, flags, exits.
5Collectible score pickup. Awards points when collected.
Reach-target objective marker. Player overlapping it completes the objective.
Objective collectible marker. Tracked by the objective system.
Destination tile for rescue entities. Path-compatible: player-team patrol NPCs treat it as a path endpoint.
Damageable player-team target. Enemy NPCs gravitate toward it. Game is lost when destroyed.
Healing, shields, weapons, speed boosts. Buffs that change a fight.
11Restores ammunition for a specific weapon type.
Temporary damage multiplier buff.
Instant health restoration. Consumed on pickup.
Heal-over-time buff. Slowly restores HP for a duration.
Temporary immunity to all damage.
Permanently raises max HP (and current HP) by a flat amount. Cannot be collected once the cap is reached.
Area-of-effect orb that temporarily overrides the AI posture of nearby NPCs (fear, rage, confusion, sleep).
Grants a shield that absorbs damage before HP.
Temporary speed increase buff.
Area-of-effect orb that temporarily re-assigns the team of nearby NPCs, turning enemies into allies (or vice versa).
Grants a weapon and starting ammo when collected.
Teleporters and movement helpers that move the player somewhere new.
4Rideable floor tile that moves back and forth along a configured axis. Carries any actor standing on top. Acts as walkable floor in its current cell - useful for crossing gaps.
Seamless portal to another scene. No visual or sound effects.
Transports the player to the paired teleporter with the same connection key.
Actor-layer vehicle that races along its axis at one cell per tick. Splats anything crushable in its path immediately (no shove) and reverses direction on walls. Wraps around the scene edges by default so it loops endlessly across the grid. Destroyable by ranged attacks and explosions.
Switches, sensors, emitters. The wiring of the world.
16Continuously emits an ON signal. Damageable: destroying it cuts the circuit.
NOT gate. Emits the inverse of the received signal.
Automatically toggles signal on/off at a fixed interval.
Wireless signal relay. Broadcasts to all transceivers on the same channel.
Carries signals between adjacent cells.
Proximity-based signal emitter. Activates when player is within range.
Toggles signal when an entity steps on it.
Destructible signal conductor. Carries signals like conductive floor. Cuts the circuit when destroyed.
Signal propagator that spreads outward and oscillates on/off, creating an undulating electrical field.
Turns ON when the scene objective is met. In sandbox mode, activates after 30 ticks. Propagates signals through conductive floors and gates.
Signal-controlled floor tile. Visible and walkable when signal is ON; invisible and non-walkable when OFF (requires openFloorsBlockMovement setting for movement blocking).
A signal-gated static magnet. When powered it captures adjacent ferromagnetic entities (crates, rescues), locking them in place. Push orthogonally against the capture axis to detach.
Signal-controlled retractable wall. Opens when signal is ON.
Signal-controlled heat source. When powered ON, radiates heat to adjacent cells. Can ignite flammable entities and trigger barrel explosions.
Auto-networking laser fence node. Connects to aligned generators via line of sight. Insta-kills actors on contact. Signal-responsive (defaults ON).
Plays a sound once when any actor steps on it. Adjacent triggers fire as one group.
Inverters, oscillators, chains. Combine signals to build clocks and timers.
5Activatable respawn point. Player respawns here after death.
Entry slot for a hosted multiplayer session. Place 2-4 of these on the LOGIC layer to make a game multiplayer-eligible; the server assigns one per joining player by spawn index.
NPC patrol waypoint. Also conducts signals on the logic layer.
Painted region. When any zone exists in the scene, the player may only step on tiles that contain a zone.
Signal-controlled NPC activation zone. Signal ON wakes NPCs in the zone.
Crates and blocks the player can shove around to solve puzzles.
3Burning crate that ignites everything nearby. Fire never goes out. Pushable.
Indestructible pushable object. Conducts signals across circuits. Too dense to be crushed. Ferromagnetic: can be grabbed by magnets.
Flammable pushable crate. Destroyed by fire, explosions, or zombies. Non-conductive. Non-ferromagnetic (wood).