List of games using procedural generation

{{Short description|none}}

{{Inc-vg| with reliably sourced entries for notable games|date=October 2021}}

Procedural generation is a common technique in computer programming to automate the creation of certain data according to guidelines set by the programmer. Many games generate aspects of the environment or non-player characters procedurally during the development process in order to save time on asset creation. For example, SpeedTree is a middleware package that procedurally generates trees which can be used to quickly populate a forest.{{cite web | url=https://www.pcgamer.com/from-the-elder-scrolls-to-the-us-secret-service-where-videogame-trees-come-from/ | title=From the Elder Scrolls to the US Secret Service: Where videogame trees come from | website=PC Gamer | date=6 September 2017 | last1=Davenport | first1=James }} Whereas most games use this technique to create a static environment for the final product, some employ procedural generation as a game mechanic, such as to create new environments for the player to explore. The levels in Spelunky are procedurally generated by rearranging premade tiles of geometry into a level with an entrance, exit, a solvable path between the two, and obstacles to that path. Other games procedurally generate other aspects of gameplay, such as the weapons in Borderlands which have randomized stats and configurations.

This is a list of video games that use procedural generation as a core aspect of gameplay. Games that use procedural generation solely during development as part of asset creation are not included.

List

=Roguelike games=

{{Further|List of roguelikes}}

Games in the roguelike genre all have at least procedurally generated levels.{{Cite web|url=https://www.gamedeveloper.com/design/7-roguelikes-that-every-developer-should-study|title=7 roguelikes that every developer should study|last=Fogel|first=Stefanie|website=www.gamasutra.com|date=12 June 2017|language=en|access-date=2019-06-16}}

=Other=

{{Dynamic list}}

class="wikitable sortable" style="width:100%"
width="20%"| Title

! Year

! width="20%"| Developer(s)

! width="60%"| Procedural content

.kkrieger

| 2004

| Farbrausch

| Most of the meshes and textures are procedurally generated, and the music is procedurally generated during runtime.{{cite web|url=https://gamek.vn/pc-console/nang-chi-96kb-day-chac-chan-la-game-3d-nhe-nhat-trong-lich-su-loai-nguoi-20160311172117339.chn|title=Weighing in at just 96KB, this is definitely the lightest 3D game in human history|date=11 March 2016}}{{unreliable source?|sure=y|date=August 2021}}

7 Days to Die

|2013

|The Fun Pimps

|Maps (Worlds) can be generated, either randomly, using a seed, or via third party tools.

The distribution of POIs and loot is also generative.

Anarchy Online

| 2001

| Funcom

| Mission rewards, loot, dungeon layout, and location on the world map can be generated based on selections made at mission terminals.{{cite web|url=https://www.ign.com/wikis/anarchy-online/Classic_-_Blitzing_Guide|title=Anarchy Online Classic – Blitzing Guide|first=Jason|last=Venter|date=9 October 2013|publisher=|accessdate=7 May 2020}}{{unreliable source?|sure=y|date=May 2020}}

Astroneer

| 2019

| System Era Softworks

| Procedural planet terrain.{{cite web|url=https://onlysp.escapistmagazine.com/astroneer-interview/|title=System Era's Charming Low-Poly Space Frontier Comes to Life in Astroneer|date=23 February 2016}}

Banished

| 2014

| Shining Rock Software

| Terrain map.{{cite web|url=https://www.eurogamer.net/articles/2014-02-25-banished-review|title=Banished review|first=Paul|last=Dean|website=Eurogamer|date=28 February 2014|publisher=|accessdate=23 January 2019}}

Borderlands series

| 2009–2019

| Gearbox Software, 2K Australia

| Weapons.{{cite web|url=https://www.eurogamer.net/articles/2012-07-16-how-many-weapons-are-in-borderlands-2|title=How many weapons are in Borderlands 2?|author=|date=16 July 2012|website=eurogamer.net}}

Civilization series

| 1991–2018

| MicroProse, Activision, Firaxis Games

| Customizable world map.{{cite web|url=https://kotaku.com/5489814/civilization-v-preview-small-changes-big-differences|title=Civilization V Preview: Small Changes, Big Differences|first=Stephen|last=Totilo|date=10 March 2010|website=kotaku.com}}

Core Keeper

| 2022

| Pugstorm

| Explorable underground world{{cite web|url=https://store.steampowered.com/app/1621690/Core_Keeper/|title=Core Keeper}}

Crypt of the NecroDancer

| 2015

| Brace Yourself Games

| 2D grid-based top-down dungeons with halls and rooms{{cite web|url=https://www.hardcoregamer.com/2015/04/24/review-crypt-of-the-necrodancer/145786/|title=Review: Crypt of the NecroDancer|date=24 April 2015|website=Hardcore Gamer|accessdate=23 January 2019}}{{cite web|url=https://www.pcgamer.com/crypt-of-the-necrodancer-review/|title=Crypt of the Necrodancer review|first=Chris|last=Thursten|website=PC Gamer|date=12 May 2015|publisher=|accessdate=23 January 2019}}{{cite web|url=https://www.eurogamer.net/articles/2015-07-10-crypt-of-the-necrodancer-to-get-jiggy-on-ps4-and-vita|title=Crypt of the NecroDancer to get jiggy on PS4 and Vita|first=Jeffrey|last=Matulef|website=Eurogamer|date=10 July 2015|publisher=|accessdate=23 January 2019}} with randomly placed enemies and items.{{cite web|url=https://www.gamezebo.com/2016/07/06/crypt-necrodancer-review-disco-inferno/|title=Crypt of the NecroDancer Review: Disco Inferno|author=Rob Rich|date=6 July 2016|publisher=|accessdate=23 January 2019}}

Deep Rock Galactic

| 2018

| Ghost Ship Games

| Cave systems separated into rooms and tunnels by walls of dirt.{{cite web|url=https://www.rockpapershotgun.com/2018/03/19/how-deep-rock-galactic-mines-fun-from-absolute-darkess/|title=How Deep Rock Galactic mines fun from absolute darkness|date=19 March 2018|journal=Rock Paper Shotgun|accessdate=26 January 2020|last1=Wiltshire|first1=Alex}}

Descenders

| 2018

| RageSquid

| 3D downhill courses on relatively dirt trails.{{Cite magazine |url=https://www.pcgamer.com/downhill-biking-game-descenders-could-be-the-heir-to-skates-throne/ |title=Downhill biking game Descenders could be the heir to Skate's throne |last=Bowman |first=Mitch |date=2018-02-09 |magazine=PC Gamer |language=en-US |access-date=2019-05-04}}

Don't Starve

| 2013

| Klei Entertainment

| Flat 2D world.{{cite journal|url=https://www.rockpapershotgun.com/2013/04/26/dont-starve-review/|title=Wot I Think: Don't Starve|date=26 April 2013|journal=Rock, Paper, Shotgun|last1=Meer|first1=Alec}} Later expanded with cavern systems{{cite news|url=https://www.pcgamer.com/dont-starve-update-adds-caves-and-bunnies/|title=Don't Starve update adds caves and bunnies|author=|date=22 May 2013|website=pcgamer.com|last1=V|first1=Perry}} and oceans.{{cite magazine|url=https://www.pcgamer.com/dont-starve-shipwrecked-is-a-breath-of-fresh-nope-thats-a-hurricane/|title=Don't Starve: Shipwrecked is a breath of fresh... Nope, that's a hurricane|author=|date=12 January 2016|website=pcgamer.com|last1=Clark|first1=Tim}}

Dwarf Fortress

| 2006

| Tarn Adams

| Almost entirety of game content{{cite magazine|url=https://www.pcgamer.com/dwarf-fortress-creator-on-how-hes-42-towards-simulating-existence/|title=Dwarf Fortress' creator on how he's 42% towards simulating existence|author=|date=31 March 2016|website=pcgamer.com|last1=Fenlon|first1=Wes}} based in a layered 3D world with elements like its history,{{cite web|url=https://www.polygon.com/2014/7/23/5926447/dwarf-fortress-will-crush-your-cpu-because-creating-history-is-hard|title=Dwarf Fortress will crush your CPU because creating history is hard|author=|date=23 July 2014|website=polygon.com}} creatures and narrative,{{cite news|url=https://www.nytimes.com/2011/07/24/magazine/the-brilliance-of-dwarf-fortress.html|title=The Brilliance of Dwarf Fortress|first=Jonah|last=Weiner|date=21 July 2011|newspaper=The New York Times}} religion,{{cite journal|url=https://www.rockpapershotgun.com/2016/08/05/how-to-procedurally-generate-religion-politics/|title=Generation Next, Part 2: How To Generate A Religion|date=5 August 2016|journal=Rock, Paper, Shotgun|last1=Johnson|first1=Mark}} etc.

Elite

|1984

|David Braben, Ian Bell

|Eight 3D wireframe galaxies consisting of 256 procedurally generated star systems each{{Cite web |last=Spufford |first=Francis |date=2003-10-18 |title=Backroom Boys by Francis Spufford |url=http://www.theguardian.com/books/2003/oct/18/features.weekend |access-date=2022-09-27 |website=the Guardian |language=en}}{{Cite web |title=» Elite (or, The Universe on 32 K Per Day) The Digital Antiquarian |url=https://www.filfre.net/2013/12/elite/ |access-date=2022-09-27 |language=en-US}}

Enter the Gungeon

| 2016

| Dodge Roll

| 2D flat dungeon levels made of room "chunks".{{cite web|url=https://www.usgamer.net/articles/enter-the-gungeon-pc-review|title=Enter the Gungeon PC Review: A Fistful of Bullets|author=|date=9 April 2016|website=USgamer.net}}

Factorio

| 2016

| Wube Software

| 2D terrain map generation.{{cite web|url=https://wiki.factorio.com/World_generator#Chunks|author=|title=Map generator - Factorio Wiki|date=|website=wiki.factorio.com}}{{non-primary source needed|date=May 2020}}

Fractal Block World

| 2021

| Dan Hathaway

| Recursive 3D landscapes made of cube blocks.{{cite web|url=http://danthemanhathaway.com/ComputerGames/FractalBlockWorld/index.html|title=Fractal Block World|author=Dan Hathaway|website=danthemanhathaway.com}}

Islanders

|2019

|Grizzly Games

|3D terrain generation of islands.{{Cite web|last=Moore|first=Michael|date=28 Apr 2019|title=These two city-building puzzle games play very differently, but share a grim outlook on the environment|url=https://www.theverge.com/2019/4/28/18512527/islanders-20-minute-metropolis-simcity-nature-short-play|access-date=2019-08-02|website=The Verge}}

Left 4 Dead 2

| 2009

| Valve

| Gameplay changes to match player's performance, such as enemies, paths, or weather.{{cite journal|url=https://www.rockpapershotgun.com/2009/06/01/left-4-dead-2-exclusive-rps-preview/|title=Left 4 Dead 2: Exclusive RPS Hands-On Preview|first=John|last=Walker|journal=Rock, Paper, Shotgun|date=1 June 2009|accessdate=23 January 2019}}

Minecraft

| 2011

| Mojang

| 3D world primarily made of cube blocks.{{cite web|url=https://www.engadget.com/2015/03/04/how-minecraft-worlds-are-made/|title=Here's how 'Minecraft' creates its gigantic worlds|author=|date=|website=engadget.com}} Effectively infinite.{{cite web|url=https://www.pcgamesn.com/minecraft/just-how-big-minecraft-world-big-it-turns-out|title=Just how big is a Minecraft world? Big, as it turns out.|author=|date=|website=PCGamesN}}

Minecraft Dungeons

| 2020

| Mojang

| Randomly-generated 3D dungeons filled with monsters, traps and puzzles, and treasures.{{Cite web|url=https://www.engadget.com/2019/06/11/minecraft-dungeons-is-a-blocky-smash-and-slash-adventure/|title='Minecraft Dungeons' is a blocky, smash-and-slash adventure|website=Engadget|language=en|access-date=2019-06-11}}{{Cite web|url=https://www.polygon.com/e3/2019/6/10/18660635/minecraft-dungeons-release-date-xbox-one-pc-ps4-e3-2019|title=Minecraft Dungeons is simple, Diablo-inspired fun for the family|last=Campbell|first=Colin|date=2019-06-10|website=Polygon|access-date=2019-06-11}}

Mini Metro

| 2015

| Dinosaur Polo Club

| Abstract 2D levels and audio system.{{cite web|url=https://www.gamedeveloper.com/audio/postmortem-dinosaur-polo-club-s-i-mini-metro-i-|title=Postmortem: Dinosaur Polo Club's Mini Metro|first=Peter|last=Curry|website=www.gamasutra.com|date=15 June 2016|access-date=23 January 2019}}

No Man's Sky

| 2016

| Hello Games

| 3D galaxies with planets and their flora and fauna.{{cite web|url=https://www.gamesradar.com/no-mans-sky-revisited/|title=After two years, is No Man's Sky everything Hello Games originally promised?|author=|date=10 August 2018|website=gamesradar.com}}{{cite web|url=https://kotaku.com/a-look-at-how-no-mans-skys-procedural-generation-works-1787928446|title=A Look At How No Man's Sky's Procedural Generation Works|first=Heather|last=Alexandra|date=18 October 2016|website=kotaku.com}}

Pixel Piracy

| 2015

| Quadro Delta

| 2D world,{{cite web|url=https://www.gamezone.com/news/pirate-simulator-pixel-piracy-headed-to-xbox-one-and-ps4-3432534/|title=Pirate simulator Pixel Piracy headed to Xbox One and PS4|first=Mike|last=Boccher|date=21 January 2016|publisher=|accessdate=23 January 2019}} including islands, towns and shops, as well as ship's crew.{{cite web|url=https://www.player.one/pixel-piracy-review-what-shall-we-do-drunken-sailor-376736|title=Pixel Piracy Review: What Shall We Do With The Drunken Sailor?|date=11 August 2014|website=Player.One|accessdate=23 January 2019}}

RimWorld

| 2013 (EA)

| Ludeon Studios

| Customization 3D spherical world map and flat 2D gameplay map,{{cite journal|url=https://www.rockpapershotgun.com/2016/12/20/rimworld-wanderlust-update/|title=RimWorld's huge Wanderlust update is world-changing|date=20 December 2016|journal=Rock, Paper, Shotgun|last1=Smith|first1=Adam}} as well as many elements,{{cite web|url=https://www.gamasutra.com/view/news/278691/How_RimWorld_fleshes_out_the_Dwarf_Fortress_formula.php|archive-url=https://web.archive.org/web/20160811224007/http://www.gamasutra.com/view/news/278691/How_RimWorld_fleshes_out_the_Dwarf_Fortress_formula.php|url-status=dead|archive-date=August 11, 2016|title=How RimWorld fleshes out the Dwarf Fortress formula|first=Cassidee|last=Moser|website=www.gamasutra.com|date=11 August 2016|accessdate=23 January 2019}} notably narrative and events.{{cite journal|url=https://www.rockpapershotgun.com/2016/08/12/how-rimworld-generates-great-stories/|title=How RimWorld Generates Great Stories|date=12 August 2016|journal=Rock, Paper, Shotgun|last1=Wiltshire|first1=Alex}}

Rogue Legacy

| 2011

| Cellar Door Games

| Side-scrolling castle,{{cite web|url=https://www.eurogamer.net/articles/2013-07-29-the-making-of-rogue-legacy|title=The making of Rogue Legacy|author=|date=29 July 2013|website=eurogamer.net}} made up of interconnected rooms.

The Sentinel

| 1986

| Firebird

| 3D terrain generation for all 10,000 levels.{{citation needed|date=November 2020}}

Sir, You Are Being Hunted

| 2014

| Big Robot

| An open world island landscape.{{cite web| url = https://www.gamasutra.com/view/news/218371/Sir_You_Are_Being_Hunted_and_the_advantages_of_procedural_generation.php| archive-url = https://web.archive.org/web/20140528025743/http://www.gamasutra.com/view/news/218371/Sir_You_Are_Being_Hunted_and_the_advantages_of_procedural_generation.php| url-status = dead| archive-date = May 28, 2014| title = Sir, You Are Being Hunted, and the advantages of procedural generation| date = 27 May 2014}}

Spelunky

| 2008

| Mossmouth

| Side-scrolling underground rectangular levels made up of tiles.{{cite web|url=https://kotaku.com/see-how-spelunky-levels-are-made-1479192650|title=See How Spelunky Levels Are Made|first=Luke|last=Plunkett|date=9 December 2013|website=kotaku.com}}

Spore

| 2008

| Maxis

| 3D creatures, tribes, civilizations, planets and terrain, spaceships and galaxies, music,{{cite web|url=https://www.gamasutra.com/view/news/326148/Developing_Spore_An_oral_Sporal_history_10_years_on.php|archive-url=https://archive.today/20180913005118/http://www.gamasutra.com/view/news/326148/Developing_Spore_An_oral_Sporal_history_10_years_on.php|url-status=dead|archive-date=September 13, 2018|title=Developing Spore : An oral ('Sporal'?) history 10 years on|first=Aron|last=Garst|website=www.gamasutra.com|date=11 September 2018|accessdate=23 January 2019}}{{cite magazine|url=https://www.wired.com/2008/03/gallery-spore/|title=Designer Will Wright Walks Us Through Spore|first=Chris|last=Kohler|magazine=Wired|date=13 March 2008|publisher=|accessdate=23 January 2019|via=www.wired.com}} award-winning animation system.{{cite web|url=https://www.ign.com/articles/2008/10/15/spore-honored-with-2008-popular-mechanics-breakthrough-award|title=Spore Honored with 2008 Popular Mechanics Breakthrough Award|author=IGN Staff|date=15 October 2008|publisher=|accessdate=23 January 2019}}

Starbound

| 2016

| Chucklefish

| 2D side-scrolling planets{{cite web|url=https://kotaku.com/starbound-the-kotaku-review-1784846645|title=Starbound: The Kotaku Review|first=Nathan|last=Grayson|website=Kotaku|date=4 August 2016 |accessdate=23 January 2019}} and content on them, such as dungeons and bosses.{{cite web|url=https://www.pcgamer.com/starbounds-vault-update-adds-procedural-dungeons-procedural-bosses/|title=Starbound's Vault update adds procedural dungeons, procedural bosses|first=Tom|last=Sykes|newspaper=PC Gamer|date=18 December 2016|publisher=|accessdate=23 January 2019}}

Stardew Valley

| 2016

| ConcernedApe

| Cave areas{{cite web|url=https://www.polygon.com/2016/2/29/11134934/stardew-valley-steam-indie-farming-rpg-harvest-moon|title=How did indie farming sim Stardew Valley top the Steam sales chart?|author=|date=29 February 2016|website=polygon.com}} of increasing difficulty and loot.{{cite web|url=https://www.eurogamer.net/articles/2017-10-09-stardew-valley-review|title=Stardew Valley review|author=|date=10 October 2017|website=eurogamer.net}}

Terraria

| 2011

| Re-Logic

| Side-scrolling rectangular 2D world.{{cite web| title = Terraria Review, Terraria PC Review |url = http://www.gamespot.com/reviews/terraria-review/1900-6316247/ |date = May 31, 2011 |last=Mc Shea |first=Tim}}

The Binding of Isaac

| 2011

| Edmund McMillen

| Bird eye view 2D levels made up of interconnected rectangular rooms with random monsters and loot.{{cite web|url=https://arstechnica.com/gaming/2011/09/the-binding-of-isaac-takes-on-religion-in-a-randomly-generated-zelda-styled-roguelike/|title=The Binding of Isaac takes on religion in a randomly generated Zelda-styled Roguelike|author=|date=29 September 2011|website=arstechnica.com}}

Valheim

| 2021

| Irongate Studios

| A procedurally-generated circular map of an archipelago of islands in an ocean; with the player starting the game in the center.{{Cite journal|url=https://www.rockpapershotgun.com/valheim-map-biomes-placing-map-markers-how-to-ping-the-map|title = Valheim map: Biomes, placing map markers, how to ping the map|journal = Rock, Paper, Shotgun|date = 11 February 2021|last1 = Toms|first1 = Ollie}}

Vintage Story

| 2016

| Anego Studios

| A procedurally-generated voxel-based open world of up to 64 million square kilometres with an emphasis on realism. A 2023 update includes "upgraded world generation with various new land forms, a geologic activity system, and large scale mountain regions"{{Cite journal|url=https://www.gamingonlinux.com/2023/04/survival-game-vintage-story-set-for-a-huge-update-with-a-big-story-event/|title = Survival game Vintage Story set for a huge update with a big story event|journal = Gaming on Linux|date = 18 April 2023|last1 = Dawe|first1 = Liam}}

World of Warcraft: Shadowlands

| 2020

| Blizzard Entertainment

| Torghast, a dungeon with procedurally-generated enemy spawns.{{cite web|url=https://www.polygon.com/2020/4/20/21228552/world-warcraft-shadowlands-torghast-tower-damned-anima-powers-alpha-tarragrue|title=Polygon article on Shadowlands|website=Polygon|date=20 April 2020}}

Microsoft Minesweeper

| 1990

| Microsoft

| Rectangular grid of hidden mines.{{cite web|url=https://www.techradar.com/news/gaming/the-most-successful-game-ever-a-history-of-minesweeper-596504|title=The most successful game ever: a history of Minesweeper|website=TechRadar|date=28 May 2022}}

References

{{Reflist}}

{{DEFAULTSORT:Games using procedural generation}}

Procedural generation