Asset Store
Browse and get ready-made asset packs — and publish your own.
Not everything has to be generated. The Asset Store is a catalogue of asset packs: characters, environments, UI kits, tilesets, effects, music, sound effects, fonts, and 3D models. Everything in it is free right now.
Two kinds of pack live there together: a large curated set of CC0 art and audio that ships with the platform, and packs published by other umicat users.
Finding a pack
The Store's home page filters two ways, and they stack:
- Type — 2D / 3D / Audio / All.
- Category — characters, environments, UI, tilesets, VFX, music, SFX, fonts, other.
Plus free-text search. A pack card shows its category, its price (free), and whether you already own it.
You can also let the agent look for you, which is usually faster when you know what you want but not what it's called:
Find a free top-down forest tileset in the store and add it to this game.What a pack's page tells you
| Tab | What's in it |
|---|---|
| Overview | What the pack is, its cover, the publisher. |
| Package Content | The real folder tree, with a preview pane — click any file to see what it is, its tags, and a picture of it. |
| Releases | Version history and release notes. |
| Reviews | Star ratings and written reviews, with a form to leave your own. |
| Publisher info | Who made it, and their other packs. |
| Asset Quality | What the pack declares about itself. |
A file's description and tags are written by whoever published the pack, so a pack whose files say nothing about themselves is telling you something as well.
The sidebar carries the license, license type, total file size, and the latest version with its release date. Read the license. It travels with the assets, and it is what decides whether you can ship a game with them.
Getting a pack
Two buttons:
- Get & add to this project — the usual one. Acquires the pack and imports it into the project you have open, in one click.
- Get only — puts it in My Library without touching the project. Useful when you're collecting for later.
My Library lists everything you own; each card can be added to whatever project you have open. Getting a pack twice does nothing bad — you already own it.
Store and library assets are referenced, not duplicated into your account, so taking a pack does not eat into your storage quota. Making an editable copy of one does.
You can also favorite a pack, rate and review it, and report it if something is wrong with it.
Publishing your own pack
A pack you publish is a project, just like a game — its own workspace, its own members, its own git history, its own listing and review. The only difference is that there is no game to run.
Create it. In the Store, click Create a pack and give it a name. You land in the normal project shell, opened on the Assets Manager.
Put the assets in. Upload files, drag a folder, or drop a .zip —
folder structure is preserved, because that structure is what buyers
browse in the Package Content tab. Images, audio, fonts and 3D models
(.glb / .gltf) are all accepted.
Fill in the listing. Same publish form a game uses: title, description, category, cover, logo, at least one screenshot, age rating.
Submit and publish. It goes through the same review as a game. See Publishing.
A pack's uploads stay raw on purpose. The auto-slicing that a game project offers — guessing sprite-sheet frames, tileset cells, 9-slice borders — is turned off here, because you cannot know how somebody else will want your art sliced. Ship clean source files; let them slice.
Pack projects versus game projects
| Game project | Asset pack project | |
|---|---|---|
| Opens on | Game Editor (chat + preview) | Assets Manager |
| Has a runnable build | yes | no |
| Orientation, SDK version, target platforms | yes | not applicable |
| Listing + review + versions | yes | yes |
| Members and collaborators | yes | yes |