Features · v1.0

The full kit

A 2D world studio, a runtime shell for Unity and Godot, and an algorithm you can read. Here's everything in the box.

I / End-to-end

From studio, to starter game, to shipped.

Four steps from blank canvas to a player rolling fresh worlds inside your finished game.

01

Generate

Pick a partition mode, drop in biomes and rivers, hit Generate. Tweak the seed, watch worlds regenerate live until the layout feels right.

02

Design

Hand-place hero locations on the manual layer: boss arenas, towns, story beats. Brush in scatter rules per biome. Authored details survive every reroll.

03

Open

One click → a complete Unity or Godot starter project. Player, chunk streaming, world map, minimap, zone flags, POI markers. All pre-wired. Press F5, walk around.

04

Ship

Drop in your art, gameplay, story. The live generator ships as readable .gd / .cs source inside your game. Players hit "new world": fresh seed, same recipe, every time.

II / Generate

One generator.
Every shape

No swappable engines, no plugin maze. One unified generator with knobs that cover the whole space. Fast, local, no AI, ships as readable source.

bias

Spatial bias

Per-biome weight + direction (N/S/E/W/diagonals/Center/Edge). "Ice in the north" stays intact across every seed.

water

Rivers, lakes, moats

Boundary + free rivers, lakes with count/size/wobble, moat width, island radius. Water features layered freely.

outer

Outer rings

Concentric biome layers around the main world: corruption belts, void rings, island halos. Stack as many as you want.

noise

Wobble & amplitude

Every boundary can be deformed by noise. Organic edges, not algorithmic-looking ones.

seed

One seed, byte-identical

Same project + same seed = the same world, every time, forever. Built for repeatable test runs and shareable recipes.

live

Live regeneration

Drag a slider, watch the world reform. No build, no recompile. The recipe IS the program.

Five partition modes

CVT cells, Mushroom Hollow
CVT cells
Radial wedges, Riftlands
Radial wedges
Bands, Twin Continents
Bands
Concentric rings, Caldera Lake
Concentric rings
Boundary & free rivers
Rivers
III / Design

Familiar shortcuts,
real brushwork.

Single-key shortcuts that feel like any modern design tool. Tool options live above the canvas.

The Editor screen with the left tool rail, top toolbar, canvas, and right-side panels
B

Paint

Scatter brush: circle/square/rect, Poisson or spray, density, flip. LMB paint, RMB erase.

V

Select

Click, drag, box-select. Move, scale, rotate, duplicate, delete. Ctrl+A select all.

G

Fill

Drag a circle, release for scattered fill with natural-looking distribution.

P

Path

Click to add waypoints with live preview. Configurable width and color. to commit.

M

Biome paint

Direct biome painting. Paint a new color anywhere with a brushstroke.

K

POI

Point markers with title and notes. Highlight when active.

T

Stamp

Circle, square, diamond, or ring. Scale and rotation included.

R

Region fill

Click a biome region. The whole shape fills with scattered obstacles. One click, one forest.

1200+

SVG sprite library

Includes 1200+ public domain sprites across many biome themes. Trees, rocks, mushrooms, ruins, buildings, props. Enough to paint a complete world that looks intentional. Royalty free, no attribution required.

skins

Multiple palettes

Dark and light modes plus multiple palettes. Loom Dark default, several alternates.

layers

Unlimited layers

Name, reorder, toggle each independently.

undo

Visual undo timeline

Full undo/redo history with a clickable timeline. Jump to any past state instantly.

IV / Open

Ships in Unity and Godot.

One click → a running starter game in Unity or Godot.

The same recipe runs in both, and the generator ships as readable source. Plus five standard formats for any other pipeline.

Godot

One click → a running Godot project. Press F5, walk around. Generator ships as readable .gd source.

Runtime shell

Unity

Same shell, native C#. Hit Play, walk around your world. Same zone-flag and POI query API. Generator ships as readable .cs source.

Runtime shell

What ships in both engine shells

i

Walkable player

Player controller with placeholder sprite, ready to move. Drop in your own art whenever.

ii

Chunk streaming

Regions load and unload around the player automatically. Large worlds stay smooth.

iii

World map

Press Tab, see the whole world. Click to teleport in dev, or wire your own travel.

iv

Minimap with fog-of-war

Corner minimap reveals as the player explores. Persists across sessions out of the box.

v

Zone flags

"No spawn." "Boss arena." "Safe zone." Queryable from code in two lines.

vi

POI markers

Landmarks, quest hooks, story locations. Tagged at design time, queryable by name or kind at runtime.

Any engine, export formats

WorldSlate Project

World recipe plus every placement (POIs, paths, paint strokes, brush strokes) in one portable .worldslate file. Share with collaborators, re-open later, remix freely.

Biome PNG

Your world as a shareable picture. Drop it in a VTT, post it on Discord, print it for the table.

Placement CSV

Flat tables. Dead simple, parses in any language.

V / Ship

What you own
when you ship.

Buy the studio, own the engine. The full plain-English EULA: six clauses, one page.

i / source

Real source in your project

.gd for Godot, .cs for Unity. The full world generator, the math, the shell. All readable. No sealed binaries, no opaque DLLs.

ii / modify

Modify freely

Read it, refactor it, extend it, replace pieces. It's your project the moment you export.

iii / ship

Ship anywhere

Perpetual royalty-free commercial license. Desktop, web, console, mobile. Any platform your engine targets.

iv / royalty

No royalty

Sell your game with no revenue share, no per-player fees, no rev cut. Royalty-free perpetual license on the runtime.

v / credit

No attribution required

Credit WorldSlate if you want to. You don't have to.

vi / sprites

Public-domain sprites

The 1200+ included SVGs are public domain. No restrictions, no attribution, in any project.

Refund

14-day no-fault refund through itch.io. If the tool isn't for you, ask for your money back. No reason needed.

VII / Notify

Want this in your game?

Drop your email for news on updates.