here's what a local pipeline can deliver. receipts included.
the licence ledger holds the law; this page is the other half: the tests themselves, every one of them, with the receipts still attached. each page below is a real experiment out of our render archives — a model against a model, a style spread inside one model, a step ladder, a resolution ladder — run on real campaign content, never invented subjects. every image carries its checkpoint, sampler, steps, canvas, seed and, where the archive measured one, its render-seconds, and every one of them opens its own specimen sheet. if a claim has no receipt, it is not published here. the bench has siblings: the seat trials pick the judge that grades claims inside our products, the voice trials picked the cove's narrator, and the licence ledger carries every painter's licence, read first-hand and dated.
hardware is named by vram class, not model — within-rig comparisons are exact; extrapolating absolute render-seconds to your own card is approximate. specific hardware specs are available on request — drop a line.
and one receipt worth reading straight: 16 of the 21 published experiments were painted on test rig B (24G) — including every foe in the things in the dark — and the receipts prove it two ways: the harness that made them renders only through that rig's own local ComfyUI, and every render in them predates the workstation's first archived render. the cards below wear the rig tag. that covers the step ladders, the house spread, the icon sets, and the full world-by-medium matrix. the speed is the point: a 512² foe lands in ~1.3 seconds at 20 steps, on a mid-range rig — and the rig wasn't even empty. through those same weeks it kept the whole co-resident stack aboard: gemma4:12b speaking, nomic-embed remembering, the painter painting, all inside 24G. where the 96G workstation painted instead, the tag says so — and the head-to-head, two rigs, the same six paintings, shows exactly what the bigger rig buys.
← the licence ledger the front doorthe archive's most menacing foes, each captioned with the verbatim prompt that produced it. real game content, no invented subjects. prompts are reproduced exactly as sent, including any third-party names we typed — records of our inputs, not claims of association.






1,261 renders were considered. 661 are published below. 338 wait on counsel. the other 262 were withheld — every one counted, because a bench that hides its discards isn't a bench.
| how many | the reason, plainly | which experiments | ||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 84 | a model in the render graph refuses commercial use | world-medium-matrix, world-mediums, world-painters | ||||||||||||||||||||||||
the 3 lines behind this number
| ||||||||||||||||||||||||||
| 100 | derived from a real photograph — game content only on these pages | v2-site_polaroids, v2-site_polaroids-organic, v2-site_foebear · and 6 more | ||||||||||||||||||||||||
the 7 lines behind this number
| ||||||||||||||||||||||||||
| 37 | a duplicate of a cell already shown | band-cue-rewrite, combat-health-bands, limner-sketches · and 2 more | ||||||||||||||||||||||||
the 1 line behind this number
| ||||||||||||||||||||||||||
| 36 | no checkpoint recorded, so its licence can't be verified | direct-vs-comfyui_flux-dev-512-768 | ||||||||||||||||||||||||
the 1 line behind this number
| ||||||||||||||||||||||||||
| 5 | calibration probes, not diffusion renders | stations_alignment_smoke_synthetic, stations_fusion_smoke_synthetic | ||||||||||||||||||||||||
the 2 lines behind this number
| ||||||||||||||||||||||||||
the licence test is stricter than "did the checkpoint look fine": every model in a render's graph is checked, LoRAs included. that is not a formality — the pixel mediums in our own v2 mass-render record a perfectly clean checkpoint and load a LoRA whose licence forbids commercial use of any kind. a checkpoint-only filter would have published them. 661 published + 338 held + 262 withheld = 1261 considered.
first, the fact everything below stands on: realkeep ships no model weights — not these, not any. every painter is chosen and downloaded by you, on your machine, under that model's own licence. the three below are the ones our own worlds run and this page's renders came from.
the withheld table shows the models that failed our licence read. this is the other half, and the half you actually need: the painters whose work is published on this page, each licence read first-hand (2026-08), so the rigor points both ways.
| painter | role here | licence, read first-hand | what that means |
|---|---|---|---|
| albedobaseXL v2.1 | the painter of record — the go-forward house style's checkpoint | the creator's permission flags recorded on Civitai, over a CreativeML Open RAIL++-M SDXL base | commercial use granted, credit required — and given: our worlds are painted by albedobase xl, by albedobond |
| Juggernaut-XL v9 | bench candidate — head-to-heads only | the creator's Civitai flags: outputs grantable (Image ✓); hosted-service use withheld (Rent ✗) | its renders may be published, so they are; running it inside a hosted product is not granted, so it is benched here and never wired in |
| sd_xl_base 1.0 | the sketch pipeline's base | CreativeML Open RAIL++-M | commercial use granted; an acceptable-use policy flows down to users — carrying it in our player terms is open work, tracked on the licence ledger |
the full readings, clause by clause, live in the licence ledger — each model's licence is the authority on itself.

































the research pages show a curated spread, but the archive is bigger than any page should be. so here is the whole thing counted: every render the live world made, grouped by house style, painter, step count and canvas. the 40 groups shown cover 2,824 of the 2,828; the tail is 4 renders across 2 smaller groups, all in the JSON. the full census ships as campaign-census.json.
two notes so the numbers stay honest. this census is a different archive from the honest total at the top of the page: the census counts what the live world painted in play; the bench counts the experiment renders. no render is in both. and where a held painter appears in these groups, it is counts only — no flux-dev image is published here or reachable from this page; the JSON ships the tallies, not the art.
| style | painter | steps | canvas | renders |
|---|---|---|---|---|
| terminal-noir (CRT-green) | flux1-schnell | 4 | 1024x1024 | 469 |
| comic ink over gouache | flux1-schnell | 4 | 1024x1024 | 390 |
| NES seaside | flux1-schnell | 4 | 1024x1024 | 303 |
| comic ink over gouache | flux1-schnell | 4 | 1536x1024 | 302 |
| 16-bit pixel | flux1-schnell | 4 | 1024x1024 | 195 |
| deep-strata noir | flux1-schnell | 4 | 1024x1024 | 160 |
| other | flux1-schnell | 4 | 1024x1024 | 101 |
| gouache storybook | flux1-schnell | 4 | 1024x1024 | 87 |
| 16-bit pixel | flux1-schnell | 4 | 1536x1024 | 86 |
| hi-bit pixel | flux1-dev | 16 | 512x512 | 70 |
| hi-bit pixel | flux1-dev | 32 | 1024x1024 | 65 |
| other | flux1-dev | 32 | 1024x1024 | 62 |
| painted-real | albedobaseXL_v21 | 64 | 1536x1024 | 54 |
| gouache storybook | flux1-schnell | 4 | 1536x1024 | 53 |
| painted-real | albedobaseXL_v21 | 64 | 1024x1024 | 47 |
| hi-bit pixel | flux1-dev | 32 | 1536x1024 | 43 |
| painted-real | albedobaseXL_v21 | 32 | 512x512 | 34 |
| terminal-noir (CRT-green) | flux1-dev | 20 | 1024x1024 | 31 |
| terminal-noir (spring-green) | flux1-schnell | 4 | 1024x1024 | 30 |
| NES seaside | flux1-schnell | 4 | 1536x1024 | 28 |
| hi-bit pixel | flux1-dev | 32 | 512x512 | 23 |
| other | flux1-schnell | 4 | 1536x1024 | 22 |
| abyssal cosmic-horror | flux1-schnell | 4 | 1024x1024 | 14 |
| bronze-age myth | flux1-schnell | 4 | 1024x1024 | 14 |
| hi-bit pixel | flux1-dev | 32 | 768x768 | 14 |
| occult weird-western | flux1-schnell | 4 | 1024x1024 | 14 |
| cyberpunk neon | flux1-schnell | 4 | 1024x1024 | 12 |
| candle-and-forge gothic | flux1-schnell | 4 | 1024x1024 | 11 |
| grimdark oil | flux1-dev | 32 | 1024x1024 | 11 |
| AAA splash | flux1-dev | 32 | 1024x1024 | 9 |
| cel-shaded | flux1-dev | 32 | 1024x1024 | 9 |
| hand-painted | flux1-dev | 32 | 1024x1024 | 9 |
| in-engine | flux1-dev | 32 | 1024x1024 | 9 |
| painted-real | albedobaseXL_v21 | 32 | 768x768 | 8 |
| painted-real | albedobaseXL_v21 | 64 | 512x512 | 7 |
| painted-real | albedobaseXL_v21 | 32 | 1536x1024 | 6 |
| painted-real | albedobaseXL_v21 | 32 | 1024x1024 | 6 |
| painted-real | flux1-dev | 32 | 1536x1024 | 6 |
| deep-strata noir | flux1-schnell | 4 | 1536x1024 | 5 |
| painted-real | flux1-dev | 32 | 1024x1024 | 5 |
flux.1 [dev]'s licence grants its outputs in one clause and restricts them in another. we are not going to read that in our own favour on a page whose entire claim is that we read licences properly — so every experiment below, each of which contains at least one flux-dev output, is held out of the published site until counsel reads it. the pages and their images stay in the repository, unaltered and uncounted as published. if the reading comes back clean they are published; if it does not, they never are. this is the same withheld-with-reasons rule the table above runs on, applied to ourselves.
| renders | experiment | slug | compares |
|---|---|---|---|
| 54 | the campaign archive — what the live world actually painted | campaign-archive | house art styles in live play |
| 40 | dev vs schnell — the licence-clean painter, head to head | dev-vs-schnell-worlds | flux dev vs flux schnell |
| 63 | seven game-art styles, painted by flux | flux-game-styles | game-art style |
| 36 | the second style hunt — six more idioms against the bare prompt | flux-new-styles | style clause |
| 7 | the prose tail — what a mood clause does to a pixel render | hi-bit-prose-tail | prompt tail |
| 32 | the hi-bit ladder — where pixel art stops being pixel art | hi-bit-resolution-ladder | resolution (512 → 1536) |
| 18 | hi-bit at 512 — sixteen steps or thirty-two? | hi-bit-speed-tiers | step count at 512 |
| 30 | does the style clause earn its keep? | hi-bit-vs-bare | hi-bit clause vs no clause |
| 2 | the keel smoke — a cold flux load, then a warm one | keel-cold-load | cold checkpoint vs warm |
| 20 | the old stack vs the new — sdxl at 64 steps against flux at 32 | sdxl-vs-flux-painted-real | painter (sdxl 64 vs flux 32) |
| 36 | doubling the steps — does a world look twice as good? | worlds-step-doubling | 32 vs 64 steps |