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.

Atlas mode

Start from a real place.

Import a real-world street layout, tune fidelity, and generate a settlement that respects the geography.

Inspired

Loose street rhythm — your art, their geography.

Guided

Balanced match between real layout and procedural freedom.

Faithful

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.

LargeLandmarks & civic anchors
MediumStreet-facing shops & homes
SmallAlley infill & sheds
SprawlPeripheral scatter

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.