The Sploder Catalog

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 building

Tweak every dial

Hit 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.

Wire the world together

Pressure pads. Switches. Sensors. Gates. Build a timed door, a moving platform, a chain reaction. Anything the player touches can trigger anything else.

Stitch rooms into worlds

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.

Paint your own art

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.

Actors

The player, enemies, dummies, and anything else with a brain.

16

Creep

Explosive enemy that seeks the player and self-destructs.

HP
28
SPD
4
PTS
20
BLAST
50
  • actor
  • enemy
  • explosive

Grabber

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.

HP
30
DMG
0
SPD
6
  • actor
  • enemy
  • npc

Guard

Stays on path. Intercepts player at nearest path point. Never flees.

HP
100
DMG
10
MELEE
15
SPD
6
  • actor
  • combat
  • ai

Hunter

Tracks player via scent (passive creep). Enters aggressive pursuit on close LOS. Flees when critically hurt.

HP
70
DMG
10
MELEE
15
SPD
3
  • actor
  • combat
  • ai

Mole

Underground ambush NPC. Invisible while burrowed, leaves cracked ground trail. Surfaces within 3 cells to melee.

HP
70
DMG
10
MELEE
25
SPD
6
  • actor
  • combat
  • ai

Patrol

Patrols path. Pursues player off-path when spotted. Returns when lost.

HP
50
DMG
10
MELEE
15
SPD
3
  • actor
  • combat
  • ai

Phantom

Ranged attacker that keeps distance. Teleports periodically (5-10s) and when damaged.

HP
70
DMG
15
SPD
6
PTS
60
  • actor
  • combat
  • ai

Player

Player-controlled entity. One per game.

HP
100
DMG
10
MELEE
25
SPD
2
  • actor
  • player
  • flammable

Practice Dummy

Stationary, brainless target for combat testing. Does not move or attack.

HP
100
  • actor
  • dummy
  • stationary

Rescue

Player-team NPC that pathfinds toward the nearest goal zone. Ferromagnetic, so magnets and grabber NPCs can intercept it. Removed on arrival.

HP
30
SPD
4
  • actor
  • ai
  • mission

Sentry

Stays on path. Attacks in range. Never leaves path, never flees.

HP
70
DMG
10
MELEE
15
SPD
3
  • actor
  • combat
  • ai

Snake

Chain-linked entity. Head follows AI, body segments auto-join when drawn adjacently in the world editor.

HP
50
DMG
10
MELEE
15
SPD
3
  • actor
  • chain
  • ai

Turret

Stationary weapon that fires at the player. Can use melee, ranged, or ray attacks.

HP
28
PTS
20
  • actor
  • combat
  • stationary

Wanderer

Wanders freely. Pursues on sight. Flees when critically hurt.

HP
50
DMG
10
MELEE
5
SPD
3
  • actor
  • combat
  • ai

Watcher

Decorative NPC that always faces the player. Useful for storytellers, shop owners, or bards near narration cells.

  • decoration
  • passive
  • npc

Zombie

Tracks player via scent (passive creep). Enters aggressive pursuit on close LOS. Slow, relentless. Never flees.

HP
100
DMG
10
MELEE
25
SPD
6
  • actor
  • combat
  • ai

Structures

Walls, doors, and gates. The bones of every level.

11

Destructible Wall

Wall that can be destroyed by damage or explosions.

HP
50
  • structure
  • blocking
  • destructible

Dirt Wall

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.

HP
10
  • structure
  • blocking
  • diggable

Door

Locked passage requiring a matching key to open.

  • structure
  • blocking
  • interactive

Edge Wall

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.

  • structure
  • blocking
  • edge

Invisible Spawner

Spawner that is invisible during gameplay. Use for ambient NPC spawning with gravity pull.

  • structure
  • spawning
  • invisible

Objective Wall

Blocking wall that evaporates with a whoosh once its scene's objectives are all complete.

  • structure
  • blocking
  • objective

One-Way Passage

Allows movement in one direction only. Projectiles pass through both ways.

  • structure
  • directional

Spawner

Spawns entities in adjacent cells when player is in range.

HP
50
  • structure
  • spawning

Torch

Heat-emitting structure. Ignites nearby flammable entities.

  • structure
  • thermal
  • light

Wall

Static blocking tile. Forms room boundaries and obstacles.

  • structure
  • blocking
  • basic

Window

Transparent wall. NPCs see through but cannot pass. Breaks from projectiles, explosions, or zombie melee.

HP
10
  • structure
  • blocking
  • destructible

Hazards

Lava, acid, fire, gas. Anything that hurts whatever touches it.

13

Acid

Corrosive floor tile. Slower tick rate than lava, lower damage.

DMG
2
  • floor
  • hazard
  • damage

Actuator

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.

  • hazard
  • wall
  • moving

Deep Water

Submerged floor tile. Drains oxygen from any HasDrain entity (player) standing on it; suffocates on empty.

  • floor
  • hazard
  • drain

Gas Container

Pressurized tank. Blocks movement and vision. Bursts when destroyed, releasing poison gas and knockback without fire.

HP
40
BLAST
20
RAD
2
  • structure
  • blocking
  • destructible

Gasoline

Highly flammable liquid. Ignites easily and spreads fire.

VOL
80
  • hazard
  • liquid
  • flammable

Grass

Flammable floor tile. Catches fire from nearby heat sources.

HP
20
  • floor
  • flammable
  • terrain

Health Charger

Healing floor tile. Restores HP over time while standing on it.

  • floor
  • healing

Ice

Slippery floor tile. Entities slide when stepping on it.

  • floor
  • movement

Lava

Damaging floor tile. Hurts entities standing on it.

DMG
34
  • floor
  • hazard
  • damage

Mud

Slow floor tile. Reduces entity movement speed.

  • floor
  • movement

Rock

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.

HP
30
  • hazard
  • actor
  • falling

Trap Door

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.

  • floor
  • hazard
  • trap

Water

Liquid tile that flows to adjacent cells.

VOL
80
  • floor
  • liquid

Decor

Pretty things that paint the world but never get in the way.

7

Background Tile

Decorative background tile. No gameplay effect. Scrolls with background layer settings.

  • decoration
  • background
  • passive

Decoration

Passive visual prop. Non-blocking, non-collectible set dressing.

  • decoration
  • passive
  • visual

Dynamic Background Tile

Decorative background tile with a shader-driven brightness cascade. Visual only -- no gameplay effect.

  • decoration
  • background
  • passive

Dynamic Floor Tile

Floor terrain with a shader-driven brightness cascade. Visual only -- no gameplay effect.

  • decoration
  • floor
  • terrain

Earthen Floor

Floor terrain that autotiles between design states with ordered-dither edges. Visual only; no gameplay effect.

  • decoration
  • floor
  • terrain

Floor Tile

Passive floor terrain. No gameplay effect, purely visual. Change the sprite key to select a floor style.

  • decoration
  • floor
  • terrain

Light

Floor-placed light source. Illuminates surrounding area with optional flicker or pulse.

  • floor
  • light
  • decoration

Items

Coins, keys, crates, barrels, and pickups the player can grab.

4

Explosive Barrel

Explodes on death. Deals area damage.

HP
20
BLAST
30
RAD
4
  • collectible
  • explosive
  • destructible

Fuse

Slow-burning connector. Carries fire between distant objects.

HP
10
  • collectible
  • flammable
  • destructible

Item

Generic collectible item.

PTS
10
  • collectible

Key

Unlocks a matching door. Consumed on use.

  • collectible
  • key

Objectives

Win conditions. Score targets, flags, exits.

5

Coin

Collectible score pickup. Awards points when collected.

PTS
10
  • objective
  • score
  • collectible

Exit

Reach-target objective marker. Player overlapping it completes the objective.

  • objective
  • target

Flag

Objective collectible marker. Tracked by the objective system.

  • objective
  • collectible

Goal Zone

Destination tile for rescue entities. Path-compatible: player-team patrol NPCs treat it as a path endpoint.

  • logic
  • objective
  • pathing

Home Base

Damageable player-team target. Enemy NPCs gravitate toward it. Game is lost when destroyed.

HP
200
  • actor
  • objective
  • mission

Powerups

Healing, shields, weapons, speed boosts. Buffs that change a fight.

11

Ammo Pack

Restores ammunition for a specific weapon type.

  • powerup
  • ammo

Damage Boost

Temporary damage multiplier buff.

DUR
50
  • powerup
  • combat
  • buff

Health Pack

Instant health restoration. Consumed on pickup.

  • powerup
  • healing

Health Potion

Heal-over-time buff. Slowly restores HP for a duration.

DUR
50
  • powerup
  • healing
  • buff

Invincibility

Temporary immunity to all damage.

DUR
90
  • powerup
  • defense
  • buff

Max HP Boost

Permanently raises max HP (and current HP) by a flat amount. Cannot be collected once the cap is reached.

  • powerup
  • healing
  • boost

Posture Aura

Area-of-effect orb that temporarily overrides the AI posture of nearby NPCs (fear, rage, confusion, sleep).

DUR
40
  • powerup
  • ai
  • buff

Shield Pack

Grants a shield that absorbs damage before HP.

DUR
0
  • powerup
  • defense

Speed Boost

Temporary speed increase buff.

DUR
50
  • powerup
  • movement
  • buff

Team Flip Aura

Area-of-effect orb that temporarily re-assigns the team of nearby NPCs, turning enemies into allies (or vice versa).

DUR
60
  • powerup
  • ai
  • buff

Weapon Pickup

Grants a weapon and starting ammo when collected.

  • powerup
  • weapon

Transport

Teleporters and movement helpers that move the player somewhere new.

4

Moving Platform

Rideable 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.

  • transport
  • floor
  • rideable

Scene Portal

Seamless portal to another scene. No visual or sound effects.

  • transport

Teleporter

Transports the player to the paired teleporter with the same connection key.

  • transport
  • interactive

Truck

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.

HP
50
  • transport
  • actor
  • moving

Signals

Switches, sensors, emitters. The wiring of the world.

16

Power Source

Continuously emits an ON signal. Damageable: destroying it cuts the circuit.

HP
200
  • signal
  • generator
  • destructible

Inverter

NOT gate. Emits the inverse of the received signal.

  • signal
  • logic-gate

Oscillator

Automatically toggles signal on/off at a fixed interval.

  • signal
  • generator

Transceiver

Wireless signal relay. Broadcasts to all transceivers on the same channel.

  • signal
  • wireless

Conductive Floor

Carries signals between adjacent cells.

  • signal
  • conductor

Range Sensor

Proximity-based signal emitter. Activates when player is within range.

  • signal
  • generator
  • proximity

Pressure Switch

Toggles signal when an entity steps on it.

  • signal
  • generator
  • interactive

Junction Box

Destructible signal conductor. Carries signals like conductive floor. Cuts the circuit when destroyed.

HP
30
  • signal
  • conductor
  • destructible

Chain Link

Signal propagator that spreads outward and oscillates on/off, creating an undulating electrical field.

  • signal
  • propagation

Objective Switch

Turns ON when the scene objective is met. In sandbox mode, activates after 30 ticks. Propagates signals through conductive floors and gates.

  • signal
  • generator
  • objective

Bridge

Signal-controlled floor tile. Visible and walkable when signal is ON; invisible and non-walkable when OFF (requires openFloorsBlockMovement setting for movement blocking).

  • signal
  • receiver
  • floor

Electromagnet

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
  • magnet
  • interactive

Gate

Signal-controlled retractable wall. Opens when signal is ON.

  • signal
  • receiver
  • blocking

Heat Coil

Signal-controlled heat source. When powered ON, radiates heat to adjacent cells. Can ignite flammable entities and trigger barrel explosions.

  • signal
  • receiver
  • thermal

Laser Generator

Auto-networking laser fence node. Connects to aligned generators via line of sight. Insta-kills actors on contact. Signal-responsive (defaults ON).

HP
40
  • signal
  • hazard
  • destructible

Sound Trigger

Plays a sound once when any actor steps on it. Adjacent triggers fire as one group.

  • signal
  • interactive
  • sound

Logic

Inverters, oscillators, chains. Combine signals to build clocks and timers.

5

Checkpoint

Activatable respawn point. Player respawns here after death.

  • logic
  • spawning
  • respawn

Multiplayer Spawn

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.

  • logic
  • multiplayer
  • spawn

Path Node

NPC patrol waypoint. Also conducts signals on the logic layer.

  • logic
  • ai
  • pathing

Player Zone

Painted region. When any zone exists in the scene, the player may only step on tiles that contain a zone.

  • logic
  • zone
  • player

Sleep-Wake Zone

Signal-controlled NPC activation zone. Signal ON wakes NPCs in the zone.

  • logic
  • ai
  • zone

Pushable

Crates and blocks the player can shove around to solve puzzles.

3

Dumpster Fire

Burning crate that ignites everything nearby. Fire never goes out. Pushable.

  • pushable
  • fire
  • heat

Metal Crate

Indestructible pushable object. Conducts signals across circuits. Too dense to be crushed. Ferromagnetic: can be grabbed by magnets.

  • pushable
  • interactive
  • conductive

Wooden Crate

Flammable pushable crate. Destroyed by fire, explosions, or zombies. Non-conductive. Non-ferromagnetic (wood).

HP
30
  • pushable
  • interactive
  • flammable