A low-poly Cold War bunker to build shelters, command posts and tunnels from, and its machines work. 146 props in a muted, stylized look, their textures made in code: modular concrete walls and arched tunnels, blast doors, an airlock and a gas-tight bulkhead, a plant room with its generator, breaker and air filter, a command room of consoles, a radar and a launch key, bunks, lockers, rations and sandbags, and 38 machines whose parts move when they're used. One script runs them in Godot and in Unity. In GLB, FBX and OBJ, with a Godot addon, a Unity package and a bunker to power up.

Try it first: click Run asset pack above and power up the bunker in your browser: start the standby generator, throw the main breaker, open the blast door from its control and fit the launch key in its station, and the consoles, the radar and the alarms wake. WASD and the mouse, E uses things, F for a torch.

Goes with Low Poly Industrial Facility: the same 2 m grid, 4 m storeys, look and textures, so its plant, pipes, catwalks and machines fit straight into the bunker, and the bunker under the works.

What's inside

  • The bunker (43): cream concrete walls with an olive dado, bare, stained and cracked, stencilled for the level, the command room, the shelter and no entry; half, low and broken walls, a wall with a hole, posts and a column; doorways cream and bare, a gas-tight bulkhead, a wide doorway, the blast door's two-cell opening, a firing slit, a hatch and a vent; worn, lined, hazard, bare, drained and trenched floors, an upper floor, ceilings plain, beamed, joisted and bare; arched tunnels clean and rusted, a tunnel end, an end with a doorway and a portal; concrete stairs.
  • Doors and access (13): a vault blast door and its control, an airlock door, a bunker door, a cell door, a gas-tight bulkhead door, a grille gate and a grille door and their key, a firing slit's shutter, floor and ceiling hatches and a caged ladder shaft.
  • Power and air (24): a standby diesel generator, a main breaker, a battery bank, an NBC air filter and a hand-cranked blower, an alarm beacon, a klaxon, a pump, a light switch; cage, bulkhead, pendant, emergency and tunnel lamps; round ducts straight, elbow and tee, a blast valve, a cable tray, a junction box, a day fuel tank, a water tank, wall pipes and a distribution board.
  • The command room (24): a launch key station and its key, a command console, a radar console, a radio set, an alert status board, a tape rack, a teleprinter, a wall clock, a wall safe with a keypad, a periscope and a desk lamp; a plotting table, an operations map, a desk, swivel and steel chairs, a filing cabinet, a typewriter, a red phone and a wall phone, a clipboard board, a headset and a binder shelf.
  • Quarters and supplies (42): double and triple bunks, a folding cot, lockers shut and open, a footlocker, a mess table and bench, a folding chair, a field stove and its kettle, a wash basin, a noticeboard, a field radio, a rolled mattress; ration shelves, crates and tins, water and fuel cans, a drum, military and long crates, supply cans, sandbags straight and cornered, a kitbag, a helmet, a respirator and a rack of them, a stretcher, a first aid cabinet, fire buckets; five signs; rubble, a broken chunk of wall, scattered papers and a loose cable.
  • 38 working machines, 45 animations: the blast door swings on its control, keys press in, the launch key turns from SAFE to ARM, the breaker's blades throw, cranks and the periscope turn a step at a time, doors and hatches open, the generator runs, the radar sweeps, the reels and the teleprinter turn, the beacon spins, the klaxon shakes, and the lamps light with the power. The moving parts are separate objects, so your code can drive them too.
  • A demo bunker to walk and power up, 286 pieces: a tunnel in, a guard room, a dormitory, a plant room gone dark, an airlock between a store and an armoury, and the command room behind its blast door.
  • 26 seamless textures (floors, walls and their stencils, ceilings, tunnel lining; 128 px a metre) as their own PNGs, for your own geometry, and an icon per prop.
  • 8 to 2458 triangles a prop, one 2048x2048 texture atlas for the whole pack, filtered with mipmaps, the occlusion baked into the vertex colours, real-world scale.

One script, every machine

Each prop that works carries the same script, set up for it: a switch, a button, a turn of so many steps, a slot that takes an item, a keypad, an item to pick up, a machine that's powered, or a gauge. A machine is powered while everything it needs is live, so the breaker needs the generator, the blast door's control needs the breaker and the blast door needs its control. It says no when it's unpowered or wants an item, and its signals tell your game what happened.

Built on a grid

Everything snaps to a 2 m grid with 4 m storeys: a wall is 2 m long and 0.25 m thick, a floor covers a 2 x 2 m cell, and a tunnel piece runs 2 m along its cell. The doors go where their wall goes; the blast door's wall spans two cells. Low Poly Industrial Facility's pieces snap to the same points.

Godot 4.3 to 4.7

An addon with a scene per prop: box colliders on every part (a door's move with it), an AnimationPlayer where it moves, machine.gd on every prop that works, one lit material, and a gallery with the bunker to walk and power up. Tested on Godot 4.3 and 4.7, on Forward+, Mobile and Compatibility.

# breaker, door: the props in your level
door.needs = [door.get_path_to(breaker)]
breaker.switched.connect(func(on): print("breaker ", on))
breaker.use()

Unity 6.3

A .unitypackage with a prefab per prop (colliders and animation clips), Machine.cs on every prop that works, the same machines with UnityEvents, the pack's lit shader for Built-in and URP (baked occlusion, soft light, shadows, fog and a glow map for lamps and screens), a demo scene and the bunker to walk and power up.

// breaker, door: the props in your level; carried: the items the player holds
door.needs = new[] { breaker };
breaker.onSwitched.AddListener(on => Debug.Log("breaker " + on));
breaker.Use(carried);

Other engines

GLB, FBX (animations as takes) and OBJ, one file per prop, with the atlas, and the whole pack in one .blend with the bunker as its own scene. The machines' scripts are Godot's and Unity's; elsewhere the animations are there to play.

Free sample

Low Poly Bunker Free has 16 of these props, 5 of them working (the breaker, the bunker door, the cage lamp, the alarm beacon and an emergency lamp), free under CC BY.

License

Use in unlimited commercial and non-commercial games, apps and videos. No attribution required. Don't resell or redistribute the models, textures or scripts themselves.

Made with AI assistance (code, text, models and textures, all generated by code), checked by eye and tested in Godot 4.3 and 4.7 and Unity 6.3.

The tunnel portal has colliders following its arch, with clear passage for a standing player.

The rounded bulkhead opening has separate sill, head and coaming colliders for standing passage.

Stylized Complete - 21 Low Poly 3D Kits and Packs: all 21 download pages for $39.99: six full environments and fifteen overlapping subset downloads. The subsets contain assets already included in the full kits

More packs

Updated 1 day ago
Published 9 days ago
StatusReleased
CategoryAssets
Authorheyheythere
Made withGodot
Tags3D, bunker, environment, Godot, Low-poly, military, Modular, props, stylized, Unity
AI DisclosureAI Assisted, Code, Graphics, Text

Purchase

Get this asset pack and 20 more for $39.99 USD
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In order to download this asset pack you must purchase it at or above the minimum price of $12.99 USD. You will get access to the following files:

low-poly-bunker-assets.zip 27 MB
Version 1.0.2

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