Welcome to the first release of the FP Dev Compendium! (21/07/2026)

Sprites

Y'know, the thing that makes up most of the game.

• 2011 Sprites
• 2012 Sprites
• 2013 Sprites
• Unknown Date Sprites
• Possibly Real Sprites

2011

Oct. 6th, 2011

Early sprites of Brevon with different color palettes. He was known as Dr. Brevon at this point.

Oct. 7th, 2011

Another batch of Dr. Brevon palettes. The last palette was chosen in the end, though it was slightly adjusted later.

Oct. 11th, 2011

A close-up sprite of Lilac.

Oct. 18th, 2011

Early sprites of Serpentine, Torque and Spade. Serpentine was a slug in this iteration, Torque was (probably) a turtle, and Spade was a cavy.

Oct. 18th, 2011

An early sprite of Spade. An alternate version was posted to Deviantart (on the right).

Nov. 5th, 2011

More early art of Dr. Brevon.

Nov. 6th, 2011

An early background for Dragon Valley 2.

Nov. 16th, 2011

Early art of Serpentine. At this point, he was a slug.

Nov. 16th, 2011

Early sprites of an unnamed black cat character, an early version of Torque (now with a moustache!) and an early version of Neera. The black cat's sprite would later be recycled into Carol's.

Dec. 8th, 2011

Early Relic Maze 1 tiles, posted for feedback on whether or not the moss should be kept. The light amount of moss was chosen in the end.

Dec. 11th, 2011

An early background for Relic Maze.

Dec. 28th, 2011

Early art of Team Lilac.

Dec. 30th, 2011

Early concepts for the shields.

2012

Jan. 9th, 2012

An attempt at replacing the rings in the game with something more original. The petal was ultimately favored by people.

Jan. 9th, 2012

The petal was considered a little too bland, so another batch of sprites based on it was made.

Jan. 9th, 2012

An early look at Lilac's Treehouse... Without the tree.

Feb. 9th, 2012

Different palettes were considered for Serpentine early on, though they were never used.

Mar. 11th, 2012

Early art of Neera. She had white nails and her staff was made out of wood. The stance in her in-game sprite is also different.

Mar. 11th, 2012

An attempt at darkening Lilac's clothes in order to blend in less with the background.

Mar. 29th, 2012

In an attempt to make Dr. Brevon more original, he briefly turned bald. This didn't stick around, thankfully.

Apr. 2nd, 2012

At this point, Sabrina was attempting to distance the game from Sonic. As such, some of Lilac's sprites were redone, with the old run animation (left) being replaced with the other one (right).
The sprite was redone afterwards again due to the arms cycling in the same direction as the legs.

Apr. 13th, 2012

Relic Maze 2's beta background.

Apr. 25th, 2012

Some unwatermarked/updated larger sprites of Carol, Milla, Serpentine and Neera posted on a voice acting forum.

Apr. 25th, 2012

Early close-up art of Brevon. He still dons his doctorate degree in his name at this point.

Apr. 25th, 2012

(Possibly in-game?) shots of Torque, Mayor Zao and The Magister, coming from the same forum thread. Of note is that at this point:
 - Torque was a courier from Shang Mu and (possibly?) just a shellduck instead of an alien.
 - The Magister was a bird. He was also described as "cold and deceitful towards outsiders".
 - Mayor Zao has darker clothing and is standing on an early version of a Thermal Base tile, for whatever reason.

May 2nd, 2012

The first attempt at redesigning Lilac. Due to there not being a nearly unanimous positive reaction to either designs, Sabrina never used the new design.

May 12th, 2012

Early version of Lilac's uppercut.

May 12th/13th, 2012

An old and two newer versions of Lilac's ground attack sprites. Sabrina changed them as she didn't think they were threatening enough.

May 14th, 2012

A full sprite and in-game mock-up of the Mantalith. It was notably monochromatic compared to the final design.

May 15th, 2012

A bunch of character sprites. Notably, the unnamed black cat returned as a miner (might've appeared in Relic Maze?) and the Shang Tu bird guard was noticably based on Torque's shellduck form.

May 24th, 2012

The first attempt at replacing the game's springs with something more original. These didn't stick, but they were later the basis for the final springs.

May 25th, 2012

Another attempt at redesigning Lilac. While the new spikes on her head didn't stick around, the shading on Lilac's head was used in sprites of her from now on.
A silhouette of the sprites alongside Sonic 2's version of Sonic was also posted.

May 29th, 2012

An early version of the animated water from Dragon Valley 2's background.

Jun. 20th, 2012

Brevon was finally reworked into the warlord we all know and love/hate.

Jun. 21th, 2012

Brevon's walk cycle.

Jul. 25th, 2012

Another early version of Brevon, also featuring a design with yellow eyes.

Jul. 26th, 2012

An early asset test for Fortune Night.
The latter version of the image is a fanmade edit created by the user P3DR0. The palette was directly used by Sabrina for the final version's background, hence its inclusion here.

Aug. 1st, 2012

MORE attempts at redesigning Lilac. While none of them really stuck, the idea to give Lilac more skin on her face was kept in the final dragon design.

Aug. 1st, 2012

By trying to replace the ball form, Sabrina accidentally created the Dragon Cyclone (sprites of both depicted here). The spin move was described as being "similar the one Espio or Blaze uses", so it was probably only meant to work on the ground.

Aug. 11th, 2012

An expanded asset test of Fortune Night's background.

Aug. 21st, 2012

A shadow version of Lilac's hedgehog design with a question mark over it, posted to Facebook as a teaser for Lilac's updated design.

Aug. 21st, 2012

Lilac is finally redesigned into a dragon. Notably, her arms and legs in this sprite are a darker shade of purple, unlike the light purple she ended up with.

Aug. 22nd, 2012

An attempt at giving Lilac more contrast, as per a colorblind fan's suggestion. Lilac's arms and legs share a brighter purple color in the higher contrast sprite, a change which stuck around in the sprites made of her afterwards.

Aug. 27th/28th, 2012

Early versions of Relic Maze 2's background.

Aug. 30th, 2012

Early unshaded sprites of Brevon and his troops.

Aug. 31st, 2012

An attempt at replacing item boxes. The chests being used for shields didn't exactly stick around, but their sprites did at least.

Aug. 31st, 2012

Shield crystals with early shading. The shields on top of them are the same as the final ones.

Sep. 7th, 2012

Lilac sitting down on a bench. Her arm is noticably placed over her legs rather than on the bench, unlike the final animation.

Sep. 8th, 2012

Same animation as before, but Lilac's arm is placed on the bench this time. This change was made because a TIGSource user had a rather colorful imagination when it came to the previous sprite.

Sep. 10th, 2012

A mock-up of the unused level editor for Shang Mu Academy. It was implemented and works (albeit is still somewhat broken) in the final game.

Oct. 3rd, 2012

An asset test for Fortune Night.

Oct. 8th, 2012

Another asset test for Fortune Night, but taller and with more buildings and bridges.

Nov. 9th, 2012

Sprites of Lilac's dad and an early version of General Gong, the former of which never made it into the final game.

2013

Jan. 5th, 2013

A large sprite of Lilac from the Kickstarter trailer.

Jan. 16th, 2013

A handful of sprites from the Kickstarter campaign.

Jan. 16th, 2013

Art of Torque in the Kickstarter trailer, shared in the Kickstarter artbook.

Jan. 28th, 2013

Early sprites of Carol, Serpentine, the Samu miniboss, and some early assets from Fortune Night and Relic Maze. Posted under a job offering as optional practice for anyone applying to shade the sprites, in order to see if their style would match the game.

Feb. 7th, 2013

Before and after of the Samu miniboss.

Mar. 19th, 2013

Some early Dragon Valley tiles that became the basis for the final ones. The leftmost one was used in some early demos, and the latter ones had their contrast toned down a bit before being put in-game.

Mar. 22nd, 2013

A before and after mock-up of Carol in Dragon Valley, showcasing the revamps some sprites received. Notably, Carol's pupils are slightly wider than in the final game and the foliage was brighter.

Mar. 22nd, 2013

The tree's bark was judged for having its contrast too high, so it was made a bit more dull.

Mar. 28th, 2013

Early sprites of Torque and Milla in their plane.

Mar. 30th (image 1-2)/Mar. 31st (images 3-5), 2013

Some attempts at making Spade more original, either by putting his scarf over his mouth or by turning him into a panda. The last image was a fan submission by RUSSTYVONE, but ultimately it was chosen over the other ones.

Apr. 4th, 2013

An asset test for Sky Battalion's background (then known as Sky Battle), with an unshaded background and very early versions of clouds.

Apr. 8th, 2013

An early, smaller version of Zao's airship.

Apr. 17th, 2013

Spade is finally cool and suave.

Apr. 18th, 2013

Some rather muddy-looking attempts at giving Carol's sprites more colors than she ended up with.

Apr. 19th, 2013

A set of early unshaded sprites.

Apr. 21th, 2013

Early versions of some shaded Carol sprites. Her sitting animation has less frames than the final one, meanwhile the dance animation has 2 extra pixels on her mouth when she faces directly towards the camera. The climbing animation is the same as the final one.

Apr. 21th, 2013

Two mock-ups of Carol in Dragon Valley which were likely the basis for the GIF below.

Apr. 24th, 2013

This GIF was made by one of the game's spriters to get feedback on potentially changing Dragon Valley's or Carol's colors due to Carol blending in with the foliage. Ultimately, the Dragon Valley foliage was made darker in the final game.

May 8th, 2013

A preview of Dail from his Sky Battalion fight, barring unshaded sprites.

May 19th, 2013

A preview of Carol's bike sprites, now shaded.

May 28th, 2013

After and before of the Dragonfly enemy.

May 30th, 2013

Concepts for the RoboShrimp miniboss.

Jun. 5th, 2013

Early sprites for both Lilac's used and unused dance seen in Fortune Night. The unused dance was cut due to being "dorky and stiff".

Jun. 17th, 2013

Lilac sliding under one of the tunnels from Dragon Valley. Drafted up in response to criticisms of the ball form still existing.
This sprite of her is left over in the final game.

Jun. 29th, 2013

A mostly-shaded version of Zao's airship.

Jul. 2nd, 2013

An asset test for Jade Creek. The tiles use an earlier color scheme and the flower platform is noticably rough-looking.

Jul. 22nd, 2013

Before and after of Milla.

Aug. 26th, 2013

A preview of Syntax's idle animation.

Sep. 1st, 2013

A handful of shaded sprites, posted under a job offering.

Sep. 5th, 2013

Early sprite of the Pushup enemy. Posted due to Sabrina being concerned about the enemy's head looking like genitals.

Sep. 5th, 2013

Very early sprites of the Absolution.

Sep. 14th, 2013

A handful of unshaded sprites, and some rough drafts of said sprites but with shading done by Christopher Legasse.

Oct. 28th, 2013

An early version of the table from Zao's dinner hall.

Unknown Date

The few sprites I don't have concrete dates for and can't reasonably estimate the post date of either.

One of the banners for the game's Facebook page. Shared in the Kickstarter artbook.

A sprite of Carol dressed up in Ratchet's outfit from Ratchet and Clank Future: Tools of Destruction that was made for fun. Shared in the Kickstarter artbook.

Early sprites of The Magister, also seen in his bird design. Shared in the Kickstarter artbook.

Early sprites of Dail and General Gong. Shared in the Kickstarter artbook.

A standalone image of Dail's Shade Beast from Battle Glacier. Shared in the Kickstarter artbook.

A Steam Greenlight banner, featuring a unique sprite of Carol on her bike.

A test animation for an unused Jade Creek boss. It was meant to take place in an unused area below the area you fight Serpentine in, but it was considered non-lore relevant.

Possibly Real

Sprites I couldn't confirm the legitimacy of, but I still thought noteworthy to include. Take these with a grain of salt.

Concepts for a handful of minibosses. Most notably, the Crystal Basher is blue instead of red like in the final.