#procgen
need to add this to the procgen thread immediately
I shouldn't be surprised that dirtbag leftists have no idea how dick sucking factories work, since dirtbag leftists don't work lol
November 1, 2026 at 6:34 AM
Big Walk Made Me Hate Procgen
November 2, 2026 at 2:30 AM
The map isn't even randomized or procgen!!!!
November 3, 2026 at 2:14 AM
Wrote a little devlog about progress on procedural map/mission generation, which you can peruse on Itch or IndieDB.

Itch:
juhrjuhr.itch.io/terminal-rei...

IndieDB:
www.indiedb.com/games/termin...

#gamedev #indiedev #indiegames #procgen #devlog
October 30, 2026 at 5:29 PM
Good news everyone! I put the Cheshire Cat on the bike, gave a finish line (and procgen level maker), ten good “ease you into it” levels, and some usability improvements (color the border for w direction).

It’s human playable!

kata.mino.mobi/tailspin
November 1, 2026 at 4:58 AM
I've been changing how Spellbyte places its forests. Rain, nearby water and shelter now help the boundary follow its surroundings. Full devlog coming soon.

#BevyEngine #GameDev #ProcGen
October 30, 2026 at 5:05 PM
Here's an especially 'scawy' shot from Eternitubes 3D for this extra spooky #screenshotsaturday !

Hope you can still sleep after this

store.steampowered.com/app/4979880

#screensaver #creativecoding #indiedev #retro #retrocomputing #gamedev #indiegame #3d #demoscene #procgen #mathart #abstractart
October 31, 2026 at 4:51 PM
I reworked the map generator for Voxel Flood this week as a game design pass against single-exit pockets. Every ring now carves at least two wide openings, and matches can roll winding walls, staggered ridges, or angular courtyards.

#BevyEngine #GameDev #ProcGen
November 1, 2026 at 7:37 PM
I really do need a place to post my hall of shame for procgen content in slice and dice
November 2, 2026 at 4:11 PM
These were simply just limits. This room will almost always have X thing in it. In this mission, the procgen will only generate encounter with X or Y faction. In this other mission, A or B faction.

Deviations from the norm could only become interesting if there was a perceivable norm
November 1, 2026 at 7:33 PM
Éclaircies is on sale for Halloween on @itch.io

#indiegame #noai #ItchHalloweenSale #procgen #roguelikes
Éclaircies by Simon Chauvin
Discover a new way to run and walk through a vast and intricate forest.
simonchauvin.itch.io
October 29, 2026 at 10:00 AM
The Creepy Crawlers Update for #DevilSpireFalls is LIVE

Happy #Halloween! Enjoy these two new scary races with unique mechanics, including a big fat tail and the ability to evolve!

store.steampowered.com/news/app/364...

#gamedev #indiegame #procgen #rpg #dungeoncrawler #openworld #darkfantasy
Devil Spire Falls - The Creepy Crawlers Update is LIVE - Steam News
The fifty-eighth community-voted content update is now live!
store.steampowered.com
October 30, 2026 at 3:42 PM
Yeah, I suspect that anyone who does procgen stuff probably learns this lesson super fast. It was less an advanced insight on my part and more me, a newbie, making it and then going "oh this is like, BAD bad", hahah.
November 1, 2026 at 7:48 PM
jk i dont have the time or energy to do this unless it was just endless procgen puzzles
October 27, 2026 at 2:28 PM
i call this "the outlier principle"; the purpose of procgen is to enable interesting outliers.

in this respect i think often about @hantani.bsky.social talking about how procgen can result in same-sludge, or @catacalypto.bsky.social (and others) "systems surprise"
Understanding Systems Suspense
Why is it fun to learn the rules of a videogame? Not just to play the game, but to learn it; to travel from the state of unknowing to knowing, to be surprised when a revelation subverts your expectati...
polarisgamedesign.com
November 1, 2026 at 7:54 PM
The procgen content is like 70% trash and then 30% bangers like these and it's just a coin flip as to whether it's disgustingly overtuned or completely self defeating
November 2, 2026 at 9:32 PM
can't even go one full moon without figuring out procgen 😍
November 2, 2026 at 10:45 AM
Move along, outlander.

One of the challenges with procedural settlements is navigation. Instead of having a single navmesh for a settlement, I opted for a hybrid approach that is both reasonably easy to generate and creates small graphs to traverse at runtime.

#gamedev #indiedev #procgen #crpg
October 29, 2026 at 3:50 PM
Just finished some new tube generators I've been working on for the past days, which produce all sorts of braided and knotted tubes for the next update of Eternitubes 3D.

#screensaver #creativecoding #indiedev #retro #retrocomputing #gamedev #indiegame #3d #demoscene #procgen #mathart #abstractart
October 29, 2026 at 7:32 PM
Next week I'm going to
A| and Games Conference
Looking forward to it
Not all grifters or bs. Procgen, behaviour trees, moderation tools and better testing. My first degree is in field and it's part of the magic of code.
Just like I don't let the BS break my love of VR. Embrace good reject bad
November 2, 2026 at 1:32 PM
The Red Tides are now filled with piles of bones! The question is... what goes around creating those piles?

Try the demo, tell us what you think and wishlist the game here store.steampowered.com/app/4083620/...

#screenshotsaturday #rpg #lovecraftian #sailcore #pirates #procgen
October 31, 2026 at 12:10 PM
Tangent: IMO this is an argument in favor of the kind of procgen that Hyper Light Breaker went for: still random and run-based, but slow down a little. Extend the duration of a "run" into more of a campaign and give the world time to settle.

(Consider how long a Minecraft or Valheim world "lasts".)
I think Diablo and NMS both end up in oatmeal territory not because they're too random, but because there are SO MANY cycles. If a Rift is 4-5 minutes and anywhere from 2-8 floors, you can see a hundred floors in just a few hours.
November 1, 2026 at 7:59 PM
I've been changing the snow zones on Spellbyte's volcano. I kept the hot crater bare while colder slopes keep their snow. Full devlog coming soon.

#BevyEngine #Devlog #ProcGen
October 30, 2026 at 10:05 PM
trying silly names
#puzzle #gamedev #procgen
October 25, 2026 at 2:21 AM
Procgen, bots and agents seems like a decent co pramise.
Need game devs and games jounalists to start textually distinguishing between procedurally generated content, game NPC AI, and generative LLM content, starting last year. Context is king, and being glib can cost reputation and clarity.

This goes for all of you out here too. Be precise.
The Giver: Precision of Language
ALT: The Giver: Precision of Language
static.klipy.com
October 27, 2026 at 11:10 PM