Reading the cards

PRIMARY
The dominant terrain type of the biome. Shapes the visual palette and what your starting tiles look like.
MOUNTAINS
Each biome carries its own mountain rules, but the mountain system is switched off engine-wide right now while it gets a proper rework — read these as where ranges will form once it returns.
RESOURCES
Ore, plants, and rare materials that spawn most often here. Some resources are biome-locked.
DANGER
Ambient hazards and density of difficult terrain. Low biomes are safe expansion zones. High biomes are scarce, broken, or under-resourced.
Interactive Selector

Spin the world.

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.

Pick a biome

Each one rolls a different climate, mountain layout, and resource economy. Click a spoke around the edge.

◯ HOVER PAUSES ◯
GRASSLAND
BOREAL FOREST
TEMPERATE
JUNGLE
SAVANNA
WETLANDS
DESERT
VOLCANIC HIGHLANDS
TUNDRA
SNOWFIELD
CRYSTAL
DEEP
Full data cards

Every biome, every number.

Click a card for the real Unity spawn table — moisture, temperature, mountain rules, and resource roll-table odds straight from the .asset file.

Worldgen

How worlds form.

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 are switched off engine-wide right now while the system gets a rework, but the generator underneath still works like this: 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.

Generation Pipeline

  1. 01 Sample warped moisture & temperature
  2. 02 Select biome from 12-biome lookup
  3. 03 Sample mountain mask & height noise (paused during the mountain rework)
  4. 04 Smooth single-cell anomalies
  5. 05 Flood-fill water bodies, validate sizes
  6. 06 Apply terrain types, IsMountain, walkability
  7. 07 Spawn resources with biome rules

Each seed is a new planet.

Rare resources in different biomes, water in different places. Every Cosmic Scale playthrough lays out a different factory.