Every Cosmic Scale playthrough rolls a unique map — but the building blocks are the same twelve hand-tuned biomes. Each one has its own moisture and temperature range, its own mountain rules, its own resource economy. Find iron in the Boreal forest, cryonite in the Crystal Plains, sulfur in the Volcanic Highlands. Click any card for the real spawn tables straight from the Unity asset.
Twelve biomes orbit the center. Hover to pause the rotation. Click any biome to read its identity in one paragraph. Scroll down for the full data cards.
Each one rolls a different climate, mountain layout, and resource economy. Click a spoke around the edge.
Click a card for the real Unity spawn table — moisture, temperature, mountain rules, and resource roll-table odds straight from the .asset file.
Each biome is selected by sampling a warped moisture and temperature noise pair. The result is then run through a 12-biome lookup table tuned to feel hand-placed.
Mountains use a separate noise channel — a 2-octave Perlin mountain mask picks WHERE ranges form, and a ridge-folded height noise drives the actual elevation inside each mass. Single-cell anomalies are smoothed out so canyons read as deliberate canyons, not noise dots.
Water bodies are flood-filled and size-validated (100 – 750 tiles) so you never get one-tile drops or worlds-spanning oceans.
Mountains in different places. Rare resources in different biomes. Every Cosmic Scale playthrough lays out a different factory.