The Quest Begins

If you've ever whispered "where did I put that texture?" into the void at 2 AM, congratulations. You're our people.

We're the Asset Hoard team, and we've spent the last year building the asset management tool we desperately needed but couldn't find. You know the drill: you've got .blend files in three different folders, a Unity Asset Store backlog that rivals your Steam library (we see you), and somewhere in the depths of your Downloads folder lurks that perfect sprite sheet you bought six months ago.

Welcome to the hoard. Make yourself at home.

Why We Built This Thing

Here's the thing about existing asset management solutions: they either want your firstborn child (subscription fees), your data (cloud-mandatory uploads), or they're so complex you need a PhD in taxonomy just to organize your pixel art.

We wanted something different:

  • Local-first, because your assets are yours. Everything lives on your machine in a SQLite database. No accounts. We literally cannot see your files, and we like it that way.
  • Actually searchable. Tags, filters, metadata extraction. Find that one PBR material set from 2019 without excavating through folder archaeology.
  • Preview everything. Over 30 formats including Aseprite animations, glTF models (spinnable!), PSD layers, and audio with waveforms. No more "let me just open Blender real quick to see what this is."
  • Drag and drop into your engine. Unity and Godot integration that just works. Like it should. In the year 2025.

Who's This For?

Indie game devs drowning in assets from too many Humble Bundles and itch.io sales. We've been there. We bought the 47,000-asset mega pack too.

2D artists with Aseprite files scattered across project folders like confetti. Now you can see your animations without opening Aseprite.

3D artists who need to preview that FBX without launching a full DCC application. Spin it, zoom it, check the polycount. Move on.

Sound designers with audio libraries that have grown beyond mortal comprehension. Waveform previews and inline playback mean you can audition sounds without leaving your library.

Basically, if you make things and those things have become... many... we built this for you.

The Tech Under the Hood

For the nerds in the audience (that's a compliment), here's what's powering the hoard:

The desktop app is built with Rust, running on Windows, macOS, and Linux. We're using SQLite for the database because it's battle-tested, fast, and (crucially) entirely local.

This website you're reading? SvelteKit with static site generation, deployed to GitHub Pages. TypeScript throughout, because we have some self-respect. No dark patterns, no cookie banners (we don't track you), no "sign up to continue reading." Just... a website. Revolutionary, we know.

What's Next?

We're actively building. The roadmap has the full picture, but the highlights:

  • Collections for organizing assets into project-specific groups
  • Improved 3D management with better material handling
  • Blender file support (yes, .blend previews—we're working on it)
  • And eventually, a plugin system for the power users who want to extend things

Join the Party

Sign up for beta access, throw your chaotic asset folders at it, and let us know what you think. We're building this for the community, and your feedback shapes where we go next.

Got questions? Feature requests? Found a bug? Hit us up through the contact form or just yell into the void on social media. We're listening.

Now if you'll excuse us, we need to go organize our own asset libraries. They're... fine. Everything is fine.


The Asset Hoard Team

P.S. No light mode. We're not monsters.