What's in the pack
10 original looping game music tracks and 12 jingles, every one in an 8-bit and a 16-bit version. Each track comes as a seamless loop, an intro + loop file with loop points, a full version with an ending, a calm version without the lead melody and 4 stems (lead, harmony, bass, drums) for adaptive music. For RPGs, platformers, arcade, action, puzzle and jam games.
Licence in one line: use it in your commercial games and their videos; do not resell the music. No credit required.
The 10 tracks
- Press Start (heroic title theme; D major, 120 BPM, 4/4; 48 s loop, 105 s full): title screen, main menu, trailer.
- Open Road (adventure, overworld map; G major, 138 BPM, 4/4; 42 s loop, 91 s full): overworld, world map, first level.
- Market Square (cheerful town, village; F major, 112 BPM, 4/4; 51 s loop, 112 s full): town, village, hub, cozy game.
- Coin Counter (bouncy shop; C major, 124 BPM, 4/4; 31 s loop, 68 s full): shop, menu, inventory, upgrades.
- Mossy Path (gentle forest, exploration; A minor, 92 BPM, 4/4; 42 s loop, 95 s full): forest, field, exploration, calm level.
- Deep Halls (dark dungeon, cave; E minor, 88 BPM, 4/4; 44 s loop, 99 s full): dungeon, cave, crypt, tense exploration.
- Clash (fast battle; A minor, 160 BPM, 4/4; 36 s loop, 78 s full): battle, combat, action level, chase.
- Titan Awakens (intense boss fight; C minor, 168 BPM, 4/4; 46 s loop, 97 s full): boss fight, final battle, escape.
- Lantern Light (calm night, rest; Eb major, 76 BPM, 3/4; 57 s loop, 126 s full): night, inn, save room, menu, credits.
- High Score (upbeat arcade, platformer stage; A major, 150 BPM, 4/4; 38 s loop, 84 s full): platformer stage, arcade, racing, puzzle action.
The 12 jingles
Press Start (1.5 / 4.6 s), Level Start (1.9 / 5.2 s), Level Complete (2.4 / 5.9 s), Victory Fanfare (3.4 / 6.1 s), Game Over (4.9 / 6.2 s), Item Get (1.3 / 3.3 s), Secret Found (2.0 / 3.8 s), Quest Complete (2.7 / 6.2 s), Boss Appears (3.4 / 6.2 s), Checkpoint (0.9 / 1.6 s), Inn / Rest (4.7 / 6.0 s), New Area (2.7 / 4.7 s) (8-bit / 16-bit length). Each as WAV + OGG.
Two versions of every piece
- 8-bit: pulse channels, a 4-bit triangle bass and noise drums, volume and vibrato stepping at frame rate like an 8-bit console. Dry, with a short echo on the lead.
- 16-bit: FM lead and FM bass, brass, flute, plucked strings, bells, string pads, a drum kit and reverb.
- The same notes and the same file names in both folders: switch your whole soundtrack by changing one folder.
Made for game work
- 5 versions of every track: loop, intro + loop (loop points in the file), full with an ending, calm (no lead, for dialogue and menus) and 4 stems that add up to the loop (the build checks it).
- Seamless loops: each loop is rendered in a circular buffer, so note tails, echo and reverb from the end come back in at the start. No click, no gap, no fade.
- Loop points everywhere: WAV "smpl" chunk (Godot 4 imports the loops by itself), OGG LOOPSTART/LOOPLENGTH (the RPG Maker convention), and music.json.
- music.json + cue_sheet.csv: key, BPM, time signature, bars of intro, body and ending, and every file with its length in samples, loop points, loudness and true peak.
- Mastered for games: -16 LUFS integrated, true peak at or below -1 dBTP, one gain per track so every version and stem mix plays at the same level.
- OGG Vorbis (44.1 kHz stereo) of everything; WAV (16-bit) of the loops, intro + loop files and jingles.
- player.html: open it in your browser and hear every track, version and stem, offline, with an 8-bit/16-bit switch and mute buttons for the stems.
- Plays in Godot, Unity, GameMaker, RPG Maker, Construct, Phaser, LOVE and anything else that plays OGG or WAV.
What it does not include
No vocals or recordings, no MIDI or tracker files, no 48 kHz files. The full, calm and stem versions are OGG only; WAV is for the loops, intro + loop files and jingles.
Licence
Use and edit in personal and commercial projects, including trailers and videos of your game; shipping the music inside your game is fine. No resale or redistribution of the music, edited or not, and no registering it with content-ID systems. Credit is appreciated, not required. Not for AI training or NFTs.
Sound effects that match: Gridwright Retro Sound Effects (700+ sounds, 8-bit and 16-bit).
See our packs in a real game: Gridwright Survivors (free demo).
Make your own game: Gridwright Survivors Template.
At a glance
- Shelf
- Music & sound
- View
- Side-view
- Files
- JSON, WAV, OGG
- Engine files or notes
- Godot, Unity, GameMaker, RPG Maker, Construct
- Full pack
- 465 MB
- Free sample
- 100 MB
- Licence
- Use it in your games, commercial ones too; the files themselves can't be resold or shared
Use it in Godot, Unity, GameMaker or RPG Maker
Godot
- Copy the pack's folder into your project.
- Keep the pixels sharp: Project Settings › Rendering › Textures › Canvas Textures › Default Texture Filter: Nearest.
- Its Godot files or notes, named in the README, set up the rest.
Unity
- Drop the PNGs into Assets.
- In each texture's Inspector: Filter Mode Point (no filter), Compression None.
- Slice the sheets in the Sprite Editor.
GameMaker
- Import each sheet as a Sprite (Import Strip Image for strips).
- Turn off Interpolate colours between pixels in Game Options › Graphics, so the pixels stay sharp.
RPG Maker
- Copy the sheets into your project's img folder (tilesets or characters), as the README says.
- Set up tiles in the Database's Tilesets tab.
Guides for this pack
- Chiptune vs Orchestral Game Music: How Indie Devs ChooseChiptune or orchestral music for your indie game: the effort, file size, looping, mood, how each mixes with sound effects and when a hybrid works.10 Nov 2026
- How to Loop Game Music Seamlessly: Intros, Loop Points and StemsWhy game music clicks or gaps when it loops, how intro and loop points work, how to set them up in Godot, Unity and GameMaker, and how to use stems.23 Oct 2026




