Generate entire fantasy worlds from a single integer seed. Terrain, biomes, rivers, civilizations, settlements, dungeons, and more. Drop it into Godot or Unity and start building.
Every world is unique. Same seed = same world, every time.

Fractal noise elevation, moisture, and temperature fields with hydraulic erosion. 14+ terrain types from ocean to volcanic peaks.
Two-pass simulation: erosion carves valleys, then water placement scales from creeks to huge rivers based on watershed area.
Factions with tech levels, governments, religions, economies, military profiles, and unique linguistic styles for naming.
Villages, towns, cities, ports, and strongholds placed by habitability. Shrines, caverns, ruins, and titan bones dot the landscape.
68x42 detail maps generated on-demand from any world cell. 16 local terrain types, rivers, roads, buildings, and functional spots.
Multi-floor BSP/cave hybrid dungeons with 35 room templates. 7 cavern biomes from crystal to magma to corrupted.
Geological strata, ore deposits, gem deposits per region. 44 material definitions across stone, metal, gem, wood, bone, hide, fabric, exotic.
Phoneme-based language generation. Ship your own .phonemes file so your game's names sound nothing like anyone else's.
Same seed, same world. Every time. Share seeds with players, reproduce bugs, build around specific world features.
var generator = new WorldGenerator();
var world = generator.Generate(new WorldGenerationSettings(12345)
{
RegionCount = 32,
MapWidth = 512,
MapHeight = 512,
});
// Regions with biomes, factions, settlements, landmarks
foreach (var region in world.Regions)
Debug.Log($"{region.Name}: {region.Biome}, pop {region.Settlements.Sum(s => s.Population)}");
// On-demand local zone from any world cell
var cell = world.Surface.GetCell(100, 50);
var (zone, dungeon) = LocalZoneGenerator.Generate(cell, world.Regions[cell.RegionId], 42);