I also think they might use some kind of decal system for that, or some custom system in their terrain shader. (Afaik Larian uses its own engine for DDOS2) CTS has no built in decal system, but you can blend textures with heightmap blending, which (imo) looks better than using decals for that. Here is an example where I blend in and out a dirt texture on top of a grass texture with heightmap blending. Full grass texture: Dirt blended in: Full dirt texture: So you could in theory use height blending instead of using decals. The downside would be that textures are ordered by their index on their terrain, in the example above the dirt comes after the grass texture and is therefore displayed on top when blending. Also you would use one texture slot per "decal" and CTS can display 16 textures max. If you get a decal system on the asset store it should work with CTS as long as the decal system is able to display decals on the terrain. It can't hurt to query the author to be sure though, especially to see if instanced terrain and the lightweight / high-definition rendering pipeline is supported as well.