Built in-house at Signal Spike Games

Spectre Tools

The toolkit behind our games.

From the first texture
to the playable world.

Spectre Tools brings together our engine and editor, texture processing, and image editing. Built and used in-house, it supports the everyday work of making our games.

We use it to shape worlds, test gameplay, refine textures, and create artwork. As our games grow, the toolkit grows with them.

Terrain and scene editing in the studio's Spectre toolkit
Inside the studio: building a world in the Spectre editor.

Built around
our games.

Our C++ engine and editor power Bloodrust, with scene building, assets, terrain, rendering, and play-testing in one workspace.

Alongside it, our texture tools let us tune resolution, palettes, dithering, and outlines while previewing the result on a model. Layer-based image editing gives us brushes, masks, and editing history for the artwork that completes the game.

It is practical tooling shaped by the work on our desks, from a texture experiment to a finished piece of Bloodrust artwork.

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