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33 sounds, twelve packsA direct ZIP from this site — no account, no checkout.
Outta This World Audio
Royalty-free sound effects for games
One thousand and seven sounds across thirty-two themed packs, plus a separate 246-sound fantasy RPG library. Uncompressed WAV, levelled so nothing clips when an engine re-encodes it, and licensed for commercial work with no attribution and no per-copy fee.
Browse the packs Download 571 sounds free
Five hundred and seventy-one sounds across sixty-nine downloads, free for commercial work. These are the shipped files at the shipped levels — not watermarked, not shortened, not a reduced preview set.

A direct ZIP from this site — no account, no checkout.











Tankards and a drunken crowd, coins and chests, cutlass and flintlock, rope, hull and sea, for pirate games and anything set on a deck or in a tavern.

Jumps, efforts, hurts and deaths in matched male and female sets, plus gasps, sighs and crowd reactions. No words in any file, so nothing is tied to a language.

Taps in five escalating weights, coins from a single ping to a full cascade, upgrades, milestones and a prestige reset, for idle, incremental and clicker games.

Five judgement calls from perfect to miss, combo milestones up to x100, fever mode, hold notes with separate starts and releases, an accented metronome, and song start, clear and fail.

Correct, almost and try-again answers, drag and drop with distinct right and wrong landings, stars, stickers and applause, counting and letter reveals, and gentle timers that never startle.

Blueprint and building placement with a refusal, construction and conveyor loops, income, expenses, insufficient funds and bankruptcy alerts, four time-control speeds, and a town ambience bed.

Jump, double jump, wall jump and slide, dash and ledge grab, soft and heavy landings, a five-step pickup ladder, springs, crumbling blocks, spikes and lava.

Run start and permadeath, boss arrival and defeat, common, rare and cursed items, burn, poison, freeze and stun ticks, chests, relics, rerolls and meta unlocks.

Chopping, mining and gathering, craft success and failure, build placement and refusal, campfire and night ambience, hunger, thirst and cold warnings, and a wolf howl.

Arrow, cannon, frost and arcane towers with matching impacts, placement, upgrade and sell, waves incoming and cleared, gold earned and refused, boss warning, victory and defeat.

A five-step match ladder, cascades and line clears, piece pick-up, rotate, snap and reject, power-up creation and firing, board shuffle, undo, and an urgent timer.

Four engine loops from idle to high, rev, start and stall, turbo spool and blow-off, gear shifts, tyre screech and skid, gravel and wet-road loops, and a checkered finish.

A four-stage detection ladder from suspicious to alerted to lost, lockpicking with a break, keycard accept and deny, silenced shots, takedowns, vent crawls and a tense heartbeat.

Casting, the bobber plop, nibbles and the strike, a drag-screaming reel, three catch weights plus a rare one, line tension and snap, and river, boat and water-lap loops.

Five text blip voices including a typewriter, choice appear, hover, lock and select, character entrances and exits, four emotion stings, scene transitions, save and load, and rain on a window.

Sleigh bells passing and shaken, a cracker pull, wrapping paper and ribbon, baubles and tinsel, fireplace and winter wind loops, carollers at the door, and a choir sting.

















































Every themed pack together, organised by pack rather than merged into one folder, so a project can take only the folders it needs. The files are identical to the ones sold individually rather than a reduced set. Past about three packs it costs less than buying them separately.
The Fantasy RPG Sound Library is a separate 246-sound product and is not included.

A single library covering the whole audio surface of a role-playing game: melee and ranged combat, seven schools of magic, eight creature species, footsteps across six surfaces, dungeon mechanisms, loot and crafting, interface, and twelve ambience beds for the locations a campaign returns to.
The Pure Synth packs. Every sound is computed by our own synthesis code, with no AI, no samples and no recordings.

210 8-bit sound effects for platformers, shooters and arcade games: coins, gems and keys, jumps and dashes, lasers and blasters, hits and explosions, power-ups, menu and text blips, alarms, game over and win jingles.

210 interface sound effects for menus, HUDs and mobile games: clicks and hovers, confirms and errors, toggles and sliders, panels and pop-ups, notifications, purchases, unlocks, typing ticks and success fanfares.

250 sci-fi sound effects for space shooters and tech games: laser and plasma weapons, energy impacts and explosions, computer beeps and scanners, alarms, ship engines and warp jumps, airlocks and doors, shields, teleports, robots and glitches.
Larger matched sets, each built as one library rather than assembled from separate packs.

122 sounds for a 1980s kids-on-bikes neighbourhood adventure: bikes, skateboards and street toys, walkie-talkies and gadgets, the treehouse clubhouse, the attic and basement, the backyard, hideouts and hidden treasure, night adventures, suburb and woods loops, and synth adventure stingers.

76 sounds from analog synths and 1980s consumer technology: synthwave stabs and risers, cassette decks and boomboxes, arcade cabinets and CRT televisions, telephones and office tech, plus general period game-feel stings for synthwave and neon-retro projects.

68 sounds from 1990s digital consumer technology: dial-up internet and early online chimes, CD-ROM and floppy disk drives, beige desktop computers and early UI sounds, handheld game consoles and virtual pets, and cameras, camcorders and pagers.

168 seamless ten-second ambience loops generated as one matched set, in twelve scenes: forest and woodland, fields and open country, water and coast, weather, town and city, interiors, industrial and machines, sci-fi, fantasy and medieval, horror, vehicles and travel, and drones and tonal beds.

100 sounds for analog horror and found-footage games: VHS tape mechanics, static and noise, glitches, broadcast tones, wordless voices, creepy loops, jumpscares and old devices.

Short musical and dramatic hits for boss encounters: telegraphs, impacts, phase transitions, victory and defeat.

110 card game sounds: drawing and dealing, shuffles, playing and discarding, card combat effects, mana and energy, turns and match flow, pack opening and rewards, deck building and menus, and table loops.

108 wordless character voice sounds: male and female attack efforts, pain, deaths and movement, plus reactions like laughs, gasps, yawns and victory shouts.

146 holiday sounds across ten sections: bells and chimes, wrapping and gifts, fireplace and cozy ambience, snow and winter outdoors, tree decorating, kitchen and baking, sleigh and reindeer, toys and music boxes, New Year's celebration, and holiday UI and game-feel stings.

A hundred and sixty-seven sounds for farming, homestead and cozy life sim games, covering the whole day a player actually lives through: tools and tilling, sowing and harvesting, animals, cooking, crafting, building, the village and the weather.

Two hundred and eleven interface sounds in a warm, rounded, bubbly palette for cozy games, life sims, casual mobile and anything pastel: taps, toggles, menus, confirms, gentle refusals, notifications, pickups, level-ups, text blips, transitions, inventory and shop, plus twelve ambience loops for menus and title screens.

220 short wordless character blips, gibberish phrases, text ticks, dialogue interface sounds and retro chip tones for game dialogue systems.

Foley for the physical side of tabletop play: dice, cards, miniatures, paper and chips.

28 seamless ambient loops for tabletop RPG sessions, curated from Outta This World Audio's Ambience Loop Library for game masters running fantasy campaigns (D&D, Pathfinder, or any system).

158 fantasy magic spell sounds by element: fire, ice and frost, lightning and storm, earth and stone, water, wind and air, light and holy, dark and shadow, poison and nature, arcane and utility spells, buffs and debuffs, and spell aura loops.

220 explosion and destruction sounds for games: large blasts, grenades, distant booms, debris, collapses, glass, wood and metal breaks, fire, fuses, shockwaves and seamless aftermath loops.

220 combat voice lines for five fantasy fighters: battle cries, taunts, attack efforts, hurt, death, victory and command barks.

220 fantasy and medieval menu and interface sounds for role-playing, strategy and tabletop-style games: tactile buttons, books, parchment, inventory, trade, magic, quests, rewards, alerts and seamless menu background loops.

150 sounds for fishing games and water life sims: casting, reels and line, bites and hooksets, fish fights, catches, tackle, boats and docks, ice fishing, shore wildlife, fishing game interface sounds and water loops.

222 footstep sounds generated as one matched set for games: twelve surfaces - grass, dirt, gravel, sand, mud, shallow water, snow, wood planks, stone and concrete, metal, carpet and forest floor - each with four walk steps, four run steps, a land, a heavy land, a jump-off, a scuff, a skid stop, two sneaking crouch steps and a walk and run loop, plus a thirteenth section of high heels, bare feet, heavy work boots, plate armour, stairs and ladders.

Twelve complete genre packs in one library: 360 sound effects covering the systems those games are actually built from, rather than a general-purpose grab bag.

85 fantasy combat sounds for running tabletop RPG encounters - weapon strikes and monster reactions, ready to cue live at the table or drop into a VTT (Roll20, Foundry, and the like).

185 visceral game-foley sounds for action, horror, survival and fighting games: wet impacts, blood, breaks, falls, creature gore, finishing hits and seamless loops.

240 firearm and modern combat sounds generated as one matched set for shooters, tactical games, action and military projects: pistols, rifles, submachine guns and machine guns, shotguns, launchers and heavy weapons, explosions, grenades and throwables, bullet impacts on twelve materials, ricochets and whizz-bys, weapon handling foley, modern melee, battlefield ambience loops and shooter game-feel cues.

98 sounds for hacking games and terminal interfaces: keyboards, terminal text, access and security, hacking actions, alerts, glitches, machines and server loops.

Seven complete packs in one library: 150 sound effects covering a Halloween event, a horror level and the interface around both.

110 giant bugs and swarms: spiders, ants, beetles, wasps and flyers, mantises, scorpions and centipedes, swarms, a hive queen, chitin and goo, and hive loops.

220 setting-neutral loot and inventory sounds for games, spanning fantasy, science fiction, modern military and cartoon play styles: pickups, equipment, inventory moves, containers, valuable drops, trading, crafting, relics and reward reveals.

138 jungle-temple and treasure-hunt sounds: whips and ropes, traps and mechanisms, rolling boulders and collapses, stone doors and secret passages, treasure and relics, torches and fire, creatures of the tomb, expedition gear, jungle and ruins loops, and adventure stingers for an action-adventure game.

220 medieval combat sounds: swords, parries, axes, maces and flails, daggers, spears, bows and arrows, arrow impacts, crossbows, shields, armour and gear, and thrown and siege weapons.

220 wordless monster and creature voices: goblins, orcs, trolls, ghouls, dire wolves, dragons, slimes, mutants, demons, wraiths, sea beasts and cute critters, each with idle, alert, attack, pain and death.

110 unarmed fight sounds: light and heavy punches, kicks, body and bone impacts, blocks and grabs, whooshes, falls and slams, arcade fighting game hits and cinematic super punches.

196 chiptune-style, square-wave retro game sounds covering the full arcade and NES-era feel: jumps and movement, coins and pickups, powerups, lasers and shots, hits and explosions, UI and menus, score and combo rewards, game state stings (start, level clear, game over, boss), enemy sounds, retro machine and arcade-cabinet foley, countdowns and timers, and general retro game feel (teleports, portals, secrets).

124 sounds for a fast 1990s-style first person shooter: chunky weapons, reloads, explosions, pickups and powerups, doors and lifts, monsters, player sounds, level loops and retro game feel.

220 lo-fi survival horror sounds in the style of late-1990s console horror games: heavy doors, save rooms, inventory, puzzles, weapons, creatures, footsteps, stingers, menus and seamless loops.

220 robot and mech sounds for games: servos, footsteps, wheels, transformations, mounted weapons, armour damage, wordless beeps, power systems, cockpit controls, assembly, destruction and machine loops.

Second wave of RPG NPC barks: a wizard, a priest and a blacksmith.

Barks for the three NPCs almost every RPG needs - a merchant, a guard and an innkeeper - each in a distinct voice.

175 futuristic interface sounds for sci-fi games: scans, target locks, alerts, menus, confirms, holograms, data transfers, power-ups, notifications, ability HUD, radar and seamless loops.

246 sci-fi weapon and combat sounds generated as one matched set for shooters, space opera, mech and arena games: blaster pistols, blaster rifles, plasma weapons, rail guns and coilguns, heavy and mech-scale armaments, explosions and detonations, grenades and throwables, energy impacts on twelve materials, ricochets and deflections, weapon handling and charge-up foley, energy melee, personal shields and combat drones, and battlefield ambience loops with HUD game-feel cues.

Squad callouts in two voices, a match announcer, and radio-filtered versions of every callout for team comms.

114 sounds for a space-opera fleet battle: starfighters, ship cannons and space combat, capital ships and fleets, light speed travel, robots, space stations and spaceports, alien worlds and creatures, space opera loops, and orchestral stingers.

220 survival and crafting sounds for games: gathering, chopping, mining, building, crafting, tools, campfire cooking, status cues, hunting, water, shelter and seamless wilderness loops.

Fantasy-voiced Twitch/Kick stream alerts in three characters - a merchant, a guard, and an innkeeper - reused from the RPG NPC Bark Pack's cast for a fantasy-themed stream.

120 underwater sounds: bubbles and breathing, swimming, submarine and hull, sea life, underwater impacts, diving gear, sunken wrecks and caves, deep sea presence, ten underwater loops, and transitions.

144 vehicle and engine sounds: car, motorcycle, truck and diesel engines starting, idling and revving; tires, brakes and handling; crashes and impacts; horns, alarms and signals; doors and interior mechanicals; off-road and motorsport; sci-fi and futuristic vehicles; and traffic and road ambience loops.

220 weather and nature sounds: rain, thunder and lightning, wind, snow and ice, fire, rivers and streams, ocean and coast, birds and wildlife, earth and rock, natural disasters, day and night loops, and transitions.

112 zombie and infected-creature sounds: groans and moans, growls, snarls and hisses, attacks and bites, deaths, shambling footsteps and movement, horde and crowd loops, infected and turning sounds, and environmental foley for a horror or survival game.
Thirty-two themed packs. Twenty-two cover a genre or a subject at thirty sounds each, six are a Halloween set at twenty, three are single-subject packs at twenty, and one is a 167-sound farming and life-sim library. Every one is sold separately, and all thirty-two are in the collection above.

Taps, toggles, confirms, errors, notifications and level-up cues, matched in tone so a whole menu system sounds like one product.

Ambient beds, stingers, creature and body sounds, built for dread that builds rather than for jump scares alone.

Energy weapons, engines, computer interfaces, doors and alarms — a full science-fiction set rather than a handful of lasers.

Forest, water, weather and fire beds plus animal and footstep events, with ambience long enough to loop without an obvious seam.

Melee steel, bows and firearms with impacts and the handling detail — reloads, racks and sheathes — that makes combat read as physical.

Bubble pops, coin collects, combo chains, star ratings and level completes: the whole reward layer a casual game leans on.

Vampire, werewolf, zombie, ghost, skeleton and witch, performed as characters rather than as generic growls.

Cauldrons, potions, curses, broomsticks and ritual props — a complete witchcraft vocabulary rather than one bubbling pot.

Doorbells, knockers, sweet wrappers, treat buckets, gates and dry leaves: the everyday sounds of a night of trick or treating.

Coffins, grave digging, stone crypt doors, chains, church bells and torches — heavy stone and metal with room to breathe.

Comedy screams, cartoon frights, theremin, party props and animatronics, for games that want Halloween without real horror.

Pickups, level completes, combo hits and reward stingers: seasonal game feel that drops into an interface you have already built.

Knife work, pans and heat, pouring and stirring, plates and cutlery, and the appliances a restaurant sim or farming game runs on.

Typewriters, keyboards, paper, stamps, drawers, filing cabinets and telephones, for detective games and anything set at a desk.

Static beds, tuning sweeps, squelch, Morse, numbers-station tones and interference, for post-apocalyptic and survival settings.
Twenty and thirty-sound packs, each covering one kind of game.

Thirty sounds for Christmas and winter events, built for the seasonal update rather than a whole game: the bells and chimes a festive menu needs, the unwrapping moment a reward screen turns on, and the snow underfoot that changes a familiar level.

Thirty warm, friendly sounds for educational games, learning apps and children's software.

Thirty sounds for fishing games and any water-based life sim, following the loop a fishing game is actually made of: cast, wait, bite, hook, fight, land.

Thirty non-verbal human sounds for the actions a player character performs a thousand times a session: jumping, landing, swinging, taking a hit and dying.

Thirty sounds built for the loop an idle or clicker game runs on: the tap itself, the currency it earns, the upgrade it buys and the prestige reset that starts it again.

Twenty kitchen and cooking sounds for cooking games, farming and life sims, tavern and inn scenes, and any kitchen a player can walk into: chopping and slicing, a pan coming up to a sizzle, water boiling, liquid pouring, plates and cutlery, a knife on a steel, an oven door and a timer.

Thirty sounds for the loop a management, tycoon or city-builder game actually runs on: placing and demolishing buildings, money moving in and out, production lines running, and the speed controls the player lives in.

Thirty pirate sounds for the parts of a pirate game a player actually spends time in: the tavern, the treasure, the fight and the deck underfoot.

Thirty sounds for platformers, covering the vocabulary a jumping game is built from rather than generic action audio.

Thirty sounds for puzzle and match-3 games, where the same action repeats thousands of times and has to stay pleasant.

Thirty sounds for racing and driving games, built so an engine can actually be assembled rather than faked with one file.

Twenty radio, static and signal sounds for post-apocalyptic games, horror, survival and any scene where a broadcast is the storyteller: tuning across a dial, white and pink static beds, squelch bursts, a two-way radio keying up, morse, a distant distorted voice broadcast, interference sweeps and a signal that finally locks.

Thirty sounds for rhythm games, where timing feedback has to be instant and unambiguous.

Thirty sounds for roguelikes and roguelites, built around the parts that make a run feel like a run.

Thirty sounds for stealth games, built around the thing that actually drives them: the guard's awareness state.

Thirty sounds for survival and crafting games, covering the loop those games actually run on: gather, build, eat, sleep, and stay alive.

Thirty sounds for tower defense, covering the build phase, four distinct tower types firing, and the wave loop that frames them.

Twenty desk and paperwork sounds for detective games, narrative adventures, management sims and any scene built around a desk: a mechanical typewriter keystroke by keystroke, carriage return and bell, paper handling, a rotary and a desk phone, drawers, a stamp, a stapler and a wall clock.

Thirty sounds for visual novels, dating sims and narrative adventure.
The licence is royalty-free for commercial and non-commercial work, across unlimited projects, with no attribution required and no per-copy fee. You can ship them in a game you sell, use them in paid client work, and commit them to a public source repository as part of your project. The single restriction is that the audio files may not be resold or redistributed on their own as a sound library or pack.
That distinction matters more than it sounds. Most free game audio carries a Creative Commons BY licence, where a credit line is a condition of use rather than a courtesy — miss it and you are technically out of licence in a shipped product. Full terms are on the licensing page.
The source audio is generated with ElevenLabs Sound Effects under a paid commercial subscription, which is the step that passes commercial rights through to you. That is the starting point rather than the product. Every candidate is screened by ear and by measurement, the ones that do not hold up are cut and regenerated, and the survivors are trimmed, faded at both ends, level-matched across the pack and set to −1.5 dBTP true peak.
The three Pure Synth packs are the exception: every sound in them is computed by our own synthesis code, with no AI, no samples and no recordings.
This is stated plainly because it is what a buyer needs in order to answer the only question that matters: can I ship this, and will it still be mine next year. The provenance chain is a paid commercial licence, human screening and editing, and a clear grant to you. Steam has required a disclosure of AI use since 2024, and knowing exactly what went into your audio is what lets you fill that form in truthfully.
Files are delivered as uncompressed WAV rather than OGG or MP3 because Unity and Unreal re-encode audio at build time. Importing an already-compressed file compresses it twice, and on short transient sounds like interface clicks that is audible. Every file is also checked for edge clicks and DC offset before release — here is why that matters.
The packs are sold direct from our own Payhip, Gumroad and Ko-fi stores, and through itch.io, Fab and the Unity Asset Store. Each store handles its own licensing, payment and delivery, and the audio files are identical across all of them.
Questions about licensing, a sound you need that is not in a pack, or a problem with a file: moneywithjj.com@gmail.com.