Technik4 Min. Lesezeit

How COLONIZED builds fifteen worlds from their lore: the procedural chain, step by step

Most procedural planets start from a random seed. COLONIZED starts from a canon: radius, density, air, rock, places and rules written as data. How that data becomes fifteen worlds, why the terrain comes from real elevation and physics, and what is still under review.

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Render of ships over the night side of a planet with city lights and a thin lit atmosphere on the horizon
Render unserer eigenen Schiffe, erstellt in Blender. Keine Aufnahme aus dem Spiel.

Kurz gesagt

  • COLONIZED generates its fifteen bodies with a surface (four planets, ten moons and a captured asteroid) from lore written as machine-readable data, not from a random seed; the generation closed with all fifteen on 12 October 2026.
  • Gravity comes from each body's radius and density; air, sky, haze and clouds from an atmosphere recipe per body; rock and colour from 24 rock classes.
  • Planet relief comes from real elevation data of the Earth, remixed so no continent is recognisable, plus finer real elevation windows; moons get theirs from the physics of impacts. Noise as relief is forbidden.
  • Every product is signed with the hash of its sources and of the code: when a datum or a script changes, the product is marked out of date and rebuilt. The owner's visual review continues body by body.

Most procedural planets start from a random number. COLONIZED’s start from a canon: a star system written down before a single polygon existed, with the radius, density, air, rock, history and named places of every body. The generator’s job is to turn that canon into worlds you can walk on, and its first rule is that it may not invent what the canon already decided. On 12 October 2026 the chain closed with all fifteen bodies with a surface of the Aurin system: four planets, ten moons and a captured asteroid. This is how it works.

1. The lore, written as data

Everything that defines the universe lives as machine-readable files that the generator reads. They are the single source of truth: if the data and a hand-made product disagree, the data wins and the product is rebuilt.

Data set What it defines
System registry Orbits, epochs, types, spheres of influence, rotation and the “hero” features of the sky
Bodies Per body: radius, density and gravity, air class and pressure, water fraction, vegetation, geological regime, protection level, whether weapons and extraction are allowed, rock types and resource fertility
Physics Mean density by composition, from which gravity is computed: g = (4/3)·π·G·ρ·R
Atmospheres Four air classes, a sky recipe per body (scattering, aerosols, ozone), haze and clouds
Rock 24 rock classes with their tint, 28 minable materials and 59 deposit models
Places One definition for each named place of the lore, with the rule that finds where it goes

Every product the chain writes is signed with the hash of every source and of the code that made it. If a datum or a script changes, the product is marked as no longer current and is rebuilt on its own. Nothing is fixed by hand on the result: when something looks wrong, the fix goes into the generator.

2. The relief: real data and physics, never noise

The house rule of the generator is short: never invent relief.

  • Planets. The large-scale terrain comes from a real elevation model of the Earth, NOAA’s ETOPO global relief model. The generator moves the pole, spins it, mirrors it and sets its own sea level, so that no planet is a recognisable Earth. On top of that, a regional layer of finer real elevation data covers a window around each region.
  • Moons and the asteroid. Their relief comes from the physics of impacts: crater populations with maria, rays, terraces and ejecta, plus lunar terrain models for the fine detail.
  • What is forbidden. Turning up a noise dial to make mountains, using fractal noise as relief, or retouching a product by hand. If the chain hits a limit, the limit is measured and removed from the system.

3. A chain of about 68 steps per body

Each body goes through the same chain, step by step, each with its own checks. Grouped, the order is this:

Stage What happens
Geography and climate The large terrain, tectonic provinces, mountain ranges, climate, erosion, arid regions, craters and poles
Fine relief Real elevation detail by region, its own erosion, and relief adapted to the places of the lore
Rock and colour Lithology, tone, ground patches and the palette of each world
Places and formations The named places of the canon, large formations, and the planet assembled
Biome and dressing Biome families, vegetation, sky, scattering of rocks and plants, the mesh and the air
Water and resources Resources by geology, water, seas and coasts
Engine check The body reloaded in the editor and checked as seen from space
Content Places, deposits, scenery and the seeding of the ground, each with its gate
Closing Dynamic weather, a playability gate and the far-distance relief

A whole-universe command runs the chains of all fifteen bodies through a GPU queue, one editor per body, retries transient failures and writes a summary. The products of one body range from 24 MB of space textures for Ashkar to 463 MB for Ithera.

4. Biomes that follow the lore

Five biome families dress the worlds, and each body takes the one its lore implies:

  • Tropical continental: Ithera, Melvara and the savannas of Ormek.
  • Fossil desert: Kharsis, with canyons, mesas and salt flats.
  • Geothermal boreal: Kaldrek, with tundra, moss and fumaroles.
  • Regolith: the lifeless moons.
  • Icy regolith: Renvar, built from the dust of a dead moon.

5. Weather of its own

The closing stage adds dynamic weather per body, driven by each world’s climate law: rain, snow, dust, fog and wind, with ground that gets wet or snowy, and dust events only on bodies with a surface. Weather is part of the current build; seasons of the year and weather effects on survival are not.

6. What is still under review

The generation is finished; the owner’s visual review is not. It runs in rounds, body by body, with fixes made in a review branch and regenerated by the chain: on a single day in October that meant ground that changes tone with slope and wetness, rocks that sit in the soil and a plan to make the terrain cheaper to draw. That day is in the devlog of 13 October. How much of each world can be played in each alpha wave will be listed in the alpha notes.

Why build worlds this way

A random seed gives you infinite planets that are all a little the same. A canon gives you fifteen that each have a reason to exist: a planet whose survey got its name wrong, a moon that orbits faster than its mass allows, an asteroid with a refuelling station on it. The data behind every one of them is public in the Aurin system in numbers, the canon is in the guide to the Aurin system, and how the whole system fits inside Unreal Engine 5 is in how to simulate a solar system at scale.

Fragen und Antworten

Are the planets in COLONIZED procedurally generated?

Yes, by a procedural chain of about 68 steps per body, but from the lore of each body rather than from a random seed. Radius, density, air, rock, biomes and places come from the canon written as data, and the terrain comes from real elevation data and physics.

How many worlds does COLONIZED have?

The Aurin system has fifteen bodies with a surface: four planets, ten moons and a captured asteroid, all generated by the chain since 12 October 2026 and under visual review. How much of each can be played in each alpha wave will be listed in the alpha notes.

Is the terrain in COLONIZED made with noise?

No. Planet relief comes from real elevation data of the Earth, remixed so it is not recognisable, with finer real elevation windows on top; moons and the asteroid get their relief from impact physics, with crater populations, rays, terraces and ejecta. Using noise to raise mountains is forbidden in the generator.

Is COLONIZED's universe infinite?

No. It is one star system, Aurin, with a designed canon: every body has a reason to exist, a history and named places.

Quellen

Zahlen von Dritten verlinken auf ihre Quelle. Das Datum ist das Veröffentlichungsdatum oder, falls es keines gibt, der Tag, an dem wir die Seite geprüft haben.

  1. The Aurin system in numbers · COLONIZED · 2026-10-14
  2. Devlog, 13 October 2026 · COLONIZED · 2026-10-14
  3. ETOPO Global Relief Model · NOAA National Centers for Environmental Information · 2026-10-14