Source: Steam Community (opens in a new tab)
Watch video on YouTube (opens in a new tab)Procedural generation can take many forms. In Skyclimbers, every aspect of the environment is procedurally generated -- including villages.


- Villages will spawn along roads, and always include three types of buildings.
- At the center of every village is a town hall, followed by a surrounding ring of middle class.
- On the exterior ring of the seed, farm houses and fertile land spawns.


- Domestic Sentius will spawn near villages, in the farm lands.
- These include bovine or sheep like Sentius, they are always Neutra type.
- Sentius inside the village belong to villagers, but you can inherit them through ownership of the village.


- Houses are designated to each tier of the village, and will spawn villagers with roles respective to the building.
- Farmers spawn at the edge, while shop keeps and smiths spawn in the middle.
- Later versions will randomize houses within each tier, along with the town hall.


- Villages will spawn naturally along the landscape, but wild Sentius keep their distance.
- You can find villages in any biome, with be local dynasty-based variations.
- Village generation will override terrain and flatten it within a radius.
Some features we plan to improve in future versions:

- Texture spawn rules
- Terrain flattening near buildings
- Asset proximity
- Slope rulesets
- Building variation
Until next time, thank you for your continued support as we get closer to the Alpha release. 🤝
