Devlog: Biome Generation

by | Devlog, Featured

Hey all,

I hope everyone has been enjoying the PCG related devlogs the last few weeks! We’ve been hard at work continuing development on our world building systems, which can now allow you to set up your own biome variations. Let’s check it out!

Foliage Density Adjustments

One of the things we wanted to highlight this week is how easy it’s becoming to tweak the generation settings for foliage. We’ve refined the system to a point where changing the type of foliage or adjusting the density of the landscape is a breeze. Whether you’re looking to create a dense, overgrown forest or a sparse, desolate field, it can be done in just a few clicks. 

For example, we were experimenting with different forest compositions earlier this week and were able to switch between lush, dense pine trees, to more scattered fir trees within seconds. As you can see in the Devlog video, the system is very responsive as well. It’s all about giving you the freedom to create the environment that suits your game’s vision without making it overly complicated.

PCG Graph Organization

Another big win this week is how organized the PCG graphs are shaping up. Let’s face it, we’ve all seen some PCG setups that are just… chaotic. We’ve made sure our graph is clean and easy to follow, with nodes neatly grouped by function and color-coded for quick reference. We can already tell it’s going to make things way smoother for anyone else who jumps in to make adjustments later on. Keeping things readable from the start will definitely pay off down the road.

What’s Next?

Looking forward, we plan to incorporate biome splines, which will allow you to easily segment different biomes in a more structured way. So look out for that update!

As always, we’re constantly refining the system, and always open to feedback. If you’ve got any suggestions, don’t hesitate to drop them in the comments!

A huge thank you to our Patreon supporters for your continued trust and support. You’re helping make this system the best it can be!

With kind regards,


Eric Ruts

Eric Ruts

Eric Ruts

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