Features
Everything in one panel.
Five patterns, twelve presets, roads, walls, tiered buildings, and ambient — authored once, generated anywhere.
Patterns
Five layout intelligences.
Each pattern shapes districts, roads, and building tiers differently.
Radial
Ceremonial rings around a strong center.
Voronoi
Organic districts with natural boundaries.
Perlin
Terrain-following scatter on rolling land.
Axial
Planned grids and deliberate boulevards.
Cluster
Loose hamlets and rural scatter.
Presets
Twelve settlement archetypes.
Load any of these in the demo — grouped by settlement archetype.
Fortified and Defence
Hills and Terrain
Landmark and Trade
Atlas mode
Start from a real place.
Import a real-world street layout, tune fidelity, and generate a settlement that respects the geography.
Loose street rhythm — your art, their geography.
Balanced match between real layout and procedural freedom.
Tight adherence to imported street graph.
The contract
Deterministic. Yours.
Same seed, same settlement, every machine — with your meshes, your art direction.
Same seed. Same graph.
Toggle walls, change radius, switch patterns — lock the seed and the layout reproduces on every machine, every session.
Identical node graph · same seed
Bring your own art.
Assign Large, Medium, and Small buildings — roads route between them, walls define the edge. Presets store numbers; you bring the meshes.
Structure
Roads drawn by hand. Walls with gates.
Delaunay + MST road quality and a wall system with gates — connectivity that reads intentional.
Perimeter walls follow district boundaries. Gate placement respects road approach — structure that supports siege reads and market towns alike.
Build
Tiered buildings.
Large, Medium, Small, and Sprawl — assign your meshes once, generate believable density.
Your kits, tiered.
Layout → Build → Structure → Ambient in one panel. The Build tab controls tier counts and placement rules for believable density.
Ambient
Does it breathe?
Flora, rocks, and debris layers — optional fauna, audio, and PCG hand-off when you need them.
Ambient without a PCG graph.
Scatter vegetation and environment from the Ambient tab. For pipeline owners, PCG export data is available — see the guide for hand-off detail.
Vegetation · rocks · debris · optional fauna
Workflow & platform
Bake-first workflow.
Generate in editor, save the level, cook — players never need the Control Center.
Unreal Engine 5.5–5.8 on Windows and macOS. No PCG graph required for core settlement generation — works in your existing UE project.