diff --git a/LICENSE b/LICENSE
new file mode 100644
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,29 @@
+Copyright (c) 2024, Matt Hunzinger
+
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions are met:
+
+    * Redistributions of source code must retain the above copyright
+      notice, this list of conditions and the following disclaimer.
+
+    * Redistributions in binary form must reproduce the above
+      copyright notice, this list of conditions and the following
+      disclaimer in the documentation and/or other materials provided
+      with the distribution.
+
+    * Neither the name of the copyright holder nor the names of its
+      contributors may be used to endorse or promote products derived
+      from this software without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
diff --git a/aztecs-asset.cabal b/aztecs-asset.cabal
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--- /dev/null
+++ b/aztecs-asset.cabal
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+cabal-version: 2.4
+name:          aztecs-asset
+version:       0.1.0.0
+license:       BSD-3-Clause
+license-file:  LICENSE
+maintainer:    matt@hunzinger.me
+author:        Matt Hunzinger
+synopsis:      A type-safe and friendly Entity-Component-System (ECS) for Haskell
+description:   The Entity-Component-System (ECS) pattern is commonly used in video game develop to represent world objects.
+               .
+               ECS follows the principal of composition over inheritence. Each type of
+               object (e.g. sword, monster, etc), in the game has a unique EntityId. Each
+               entity has various Components associated with it (material, weight, damage, etc).
+               Systems act on entities which have the required Components.
+homepage:      https://github.com/matthunz/aztecs
+category:      Game Engine
+
+source-repository head
+    type:     git
+    location: https://github.com/matthunz/aztecs.git
+
+library
+    exposed-modules:
+        Data.Aztecs.Asset
+    hs-source-dirs:   src
+    default-language: Haskell2010
+    ghc-options:      -Wall
+    build-depends:
+        base >=4 && <5,
+        aztecs >= 0.3,
+        containers >=0.7,
+        mtl >=2,
+        linear >= 1
diff --git a/src/Data/Aztecs/Asset.hs b/src/Data/Aztecs/Asset.hs
new file mode 100644
--- /dev/null
+++ b/src/Data/Aztecs/Asset.hs
@@ -0,0 +1,89 @@
+{-# LANGUAGE AllowAmbiguousTypes #-}
+{-# LANGUAGE MultiParamTypeClasses #-}
+{-# LANGUAGE RankNTypes #-}
+{-# LANGUAGE ScopedTypeVariables #-}
+{-# LANGUAGE TypeApplications #-}
+
+module Data.Aztecs.Asset where
+
+import Control.Arrow ((>>>))
+import Control.Concurrent (forkIO)
+import Data.Aztecs
+import qualified Data.Aztecs.Access as A
+import qualified Data.Aztecs.Query as Q
+import qualified Data.Aztecs.System as S
+import Data.Data (Typeable)
+import Data.Foldable (foldrM)
+import Data.IORef (IORef, newIORef, readIORef, writeIORef)
+import Data.Map (Map)
+import qualified Data.Map as Map
+
+newtype AssetId = AssetId {unAssetId :: Int}
+  deriving (Eq, Ord, Show)
+
+data AssetServer a = AssetServer
+  { assetServerAssets :: Map AssetId a,
+    loadingAssets :: Map AssetId (IORef (Maybe a)),
+    nextAssetId :: AssetId
+  }
+
+instance (Typeable a) => Component (AssetServer a)
+
+empty :: AssetServer a
+empty =
+  AssetServer
+    { assetServerAssets = Map.empty,
+      loadingAssets = Map.empty,
+      nextAssetId = AssetId 0
+    }
+
+class Asset a where
+  loadAsset :: FilePath -> IO a
+
+newtype Handle a = Handle {handleId :: AssetId}
+  deriving (Eq, Ord, Show)
+
+load :: (Asset a) => FilePath -> AssetServer a -> IO (Handle a, AssetServer a)
+load path server = do
+  let assetId = nextAssetId server
+  v <- newIORef Nothing
+  _ <- forkIO $ do
+    a <- loadAsset path
+    writeIORef v (Just a)
+  return
+    ( Handle assetId,
+      server
+        { loadingAssets = Map.insert assetId v (loadingAssets server),
+          nextAssetId = AssetId (unAssetId assetId + 1)
+        }
+    )
+
+lookupAsset :: Handle a -> AssetServer a -> Maybe a
+lookupAsset h server = Map.lookup (handleId h) (assetServerAssets server)
+
+loadAssets :: forall a. (Typeable a) => System () ()
+loadAssets =
+  S.map_
+    ( Q.fetch @_ @(AssetServer a)
+        >>> Q.run
+          ( \server ->
+              foldrM
+                ( \(aId, v) acc -> do
+                    maybeSurface <- readIORef v
+                    case maybeSurface of
+                      Just surface ->
+                        return
+                          acc
+                            { assetServerAssets = Map.insert aId surface (assetServerAssets acc),
+                              loadingAssets = Map.delete aId (loadingAssets acc)
+                            }
+                      Nothing -> return acc
+                )
+                server
+                (Map.toList $ loadingAssets server)
+          )
+        >>> Q.set
+    )
+
+setup :: forall a. (Typeable a) => System () ()
+setup = S.queue . const . A.spawn_ @IO . bundle $ empty @a
