A roof above a bed. A watchtower at the edge of the trees. A rope bridge waiting along the road. The small structures of Ghosthold help turn a stretch of wilderness into a place you recognise.

The latest art pass brings 35 redrawn building and prop states together: Soul wells, settlement watchtowers, ten hero houses, camp and work props, defence posts, the bridge and world-map structures.

These GIFs show the new artwork in staged woodland scenes, before its installation into normal play. Short rain loops and day or night comparisons make the shapes, surfaces and small lights easier to see. The world-map pieces are placed in the same review setting for a closer look.

Three redrawn Soul well tiers in rain, followed by the same staged woodland scene at night.

A well at the heart of the clearing

The Soul well has three new tiers. The first keeps a simple timber frame above its stone basin. A mossed roof follows, then taller pillars and a carved stone lintel.

Ropes, braces and worn stone keep the family resemblance as the structure grows. After dark, a little gold light sits within the basin.

The three settlement watchtower tiers in a rainy woodland review, alternating between day and night.

Watching from higher ground

The settlement watchtower also has three tiers, from an open timber platform to a taller, roofed lookout. Ladders, cross-bracing and the raised floor make its purpose readable from the ground.

The new roofs and supports give each tier its own silhouette, while keeping the rough timber and moss of the surrounding settlement.

Paired house designs for Brann Cairnhand and Ishra Dunewalker, Korr Redmesa and Maren Quill, then Oren Thistle and Sedge.

Six different doors

The hero houses share a small cottage shape, but their details belong to different people. Brann Cairnhand, Ishra Dunewalker, Korr Redmesa, Maren Quill, Oren Thistle and Sedge each have a separate design.

Stone bases, roof edges, doorway ornaments and small signs change from house to house. The paired views move through all six, ending with warm windows in the darker woods.

The houses of Taro Vinecaller and Vesh Cinderhand by day, followed by Ysolde Winterlamp and Yula Frostbraid at night.

Four more homes along the path

Taro Vinecaller, Vesh Cinderhand, Ysolde Winterlamp and Yula Frostbraid complete the ten-house set. Their rooflines, wall colours and little entrance details continue the same idea: homes that belong together without becoming identical.

The windows and lamps stay small enough for the walls, timber and slate to remain visible after sunset.

The intact lean-to, raided lean-to and merchant stall in a staged woodland scene, by day and after dark.

Canvas, shelter and a place to trade

The camp props have been redrawn too. An intact lean-to and its raided state sit beside the merchant stall, with tied canvas, rough supports and the things gathered underneath.

These are modest structures. Their worn cloth and uneven edges help them feel at home between the trees, before the settlement has grown around them.

The redrawn mine and quarry, followed by an enlarged contextual view of the building plot.

Where the work begins

The mine, quarry and building plot bring the same care to the working edge of the settlement. Dark openings, timber braces, cut stone and low boundary stakes give these places clear shapes at a glance.

The close-up of the building plot keeps the smallest part of the set visible, rather than losing it beneath the larger roofs and towers.

Ballista base and bow components, horn post, war drum and banner, followed by the wind-shaped banner state and offering post.

Posts that give the camp a voice

The defence and post set includes the ballista base and bow, horn post, war drum, two banner states and offering post. Pale horn, stretched drumskin, hanging cloth and dark timber give each one a different outline.

The first view lays out the ballista's two artwork components beside the horn, drum and banner. The second compares the painted wind-shaped banner state and offering post after dark.

The redrawn timber and rope bridge in a contextual woodland art review, alternating between rainy day and night.

A bridge of timber and rope

The bridge has its own redraw: a timber deck, braced supports and rope rails suspended between the posts. Its low, open shape leaves the woodland visible through it.

This close-up places the bridge on the review ground so the woodwork and rope can be seen clearly in daylight and moonlight.

World-map cave and closed gate, open gate and mountain, then the wall, staged in the woodland review setting.

Shapes for the wider world

The world-map set brings a cave, closed and open gate states, a mountain and a wall into the same drawing style. These larger route markers carry their meaning in the silhouette: an opening in the rock, a passage through a gate, a ridge or a barrier.

They are shown here against the woodland backdrop for comparison. The open and closed gate are separate artwork states.

Accelerated snow accumulation on the three redrawn settlement watchtower tiers in the native review scene.

When snow finds the roof

The drawings also have surface detail for changing light and weather. Rain darkens the materials; snow gathers on the exposed upper edges of roofs and platforms.

The final comparison speeds up snow accumulation on the watchtower tiers. It is a preview of the new surfaces as the redraws move towards their place in the game.

Visit the six landmarks along the road, or see the earlier builder and archer buildings.