
WorldSlate
A downloadable tool for Windows
A procedural world studio that ships with your game.
Author the algorithm with sliders and brushes — biomes, rivers, zones, landmarks. Open in Unity or Godot for a walkable starter project, with the live generator as readable source.
Players hit "new world." Your game runs the algorithm. Fresh layout every time.
Includes 1200+ royalty free sprites that can be reused in any project.
Don't ship a map. Ship the recipe that makes them.
Most map tools export a single layout. WorldSlate exports a generator. The recipe — biomes, partition mode, river rules, scatter — ships as readable .gd or .cs source inside your game. Every "new world" is one roll of those rules.
Your favourite games don't ship a map either. They ship a recipe. Terraria, Don't Starve, Caves of Qud — same recipe, eightieth run, still surprising. WorldSlate gives you that, without writing seeded procgen yourself.
The workflow
- Generate. Pick a partition mode (CVT cells, radial wedges, bands, rings). Drop in biomes and rivers. Tweak the seed. Watch worlds regenerate live.
- Design. Hand-place hero locations on the manual layer — boss arenas, towns, story beats. Brush scatter rules per biome. Authored details survive every reroll.
- 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.
- Ship. Drop in your art, gameplay, story. The live generator ships as readable
.gd/.cssource. Players hit "new world": fresh seed, same recipe, every time.
What "Open in Engine" gives you
Not a map export. A starter game.
- Walkable player. Placeholder sprite, drop in your own whenever.
- Chunk streaming. Regions load and unload around the player. Large worlds stay smooth.
- World map. Press Tab, see the whole world.
- Minimap with fog-of-war. Reveals as the player explores. Persists across sessions.
- Zone flags. "No spawn." "Boss arena." "Safe zone." Queryable from your code in two lines.
- POI markers. Landmarks and quest hooks tagged at design time, queryable by name or kind at runtime.
- Readable source. Exported world generator ships as
.gd/.cs. Read it, modify it, refactor it. It's your project now.
Getting to this point in a fresh project is usually weeks. WorldSlate gets you there in a click.
Infinite seeded worlds for your players
Your game ships with the procgen, not with a single map. Hit "new world" → fresh seed → fresh world. Same recipe, different layout. Every player gets a unique world from one recipe that scales infinitely.
Most indie games ship one hand-built world because writing seeded procgen takes months. WorldSlate does that work for you.
Deterministic by design
Same project + same seed → byte-identical world, every time, forever. Built for repeatable test runs and shareable creations. Recipes and templates are standalone files; share them with your team or your community.
1200+ included sprites
Royalty-free SVG sprites across many biome themes — trees, rocks, grass, flowers, mushrooms, crystals, ruins, water features, buildings, food, weapons, props. Enough to paint a complete world that looks intentional, not placeholder.
Your "Open in Unity / Godot" project renders with real art on day one. Replace with your own whenever.
Features
Generation
- One unified generator. No swappable engines, no plugin maze.
- Fast, local, no AI.
- Multiple partition modes: CVT cells, radial wedges, horizontal bands, vertical bands, concentric rings.
- Biome distribution by weight + spatial bias (N / S / E / W / diagonals / Center / Edge).
- Boundary rivers and free rivers — two independent authoring surfaces.
- Many starter templates included.
Editor
- 1200+ included royalty-free SVG sprites.
- Eight editing tools with single-key shortcuts: Paint (B), Select (V), Fill (G), Path (P), Biome Paint (M), POI (K), Stamp (T), Region Fill (R).
- Unlimited layers — named, reorderable, independent toggles.
- Quick Start ↔ Advanced view.
- Multiple skins (dark, light, multiple palettes).
- Visual undo/redo timeline. Click any past state to jump there.
- Chunk-streamed viewport. Large worlds stay smooth.
Runtime shell — ships in every "Open in Unity / Godot" export
- Walkable player controller.
- World map (press Tab).
- Minimap with fog-of-war reveal.
- Chunk-streamed world rendering.
- Zone flags queryable from code in two lines.
- POI markers queryable by name or kind.
- Identical shell across both engines, native to each.
Project
- Per-project biome list (id, color, weight, bias, notes).
- Recipes and templates as standalone, shareable files.
Export formats
| Format | Use case |
|---|---|
| Open in Godot | One click → running Godot project with your world + game shell |
| Open in Unity | Same, native C# |
.worldslate (native)
| Full lossless project file — recipe + placements + everything |
| Biome PNG | Indexed-color image, engine-agnostic |
| Placement CSV | Flat tables, parses anywhere |
Algorithmic scatter (experimental)
Paint a few example trees in your forest biome. WorldSlate learns the density pattern and reproduces it across every forest cell. The heatmap deforms with the biome shape, so the pattern stretches and squishes naturally as the world regenerates.
Currently experimental — flip it on in Settings → Experimental. Improvements are scheduled for the next major release.
Who it's for
- Solo devs who want procedural worlds without writing world-gen code.
- Teams who need a visual surface for level designers to shape generation rules.
- Anyone making a 2D game with biomes, zones, and scattered obstacles.
- Hobbyists who want to see a world come alive fast.
Licensing
Buy the studio, own the engine. Perpetual royalty-free commercial license on the runtime that ships in your game. One license per developer for the studio. Teams can buy multiple copies, or email contact@worldslatestudio.com for bulk-seat invoicing or organization-wide licensing.
No revenue share, no per-player fees, no attribution required. The 1200+ bundled sprites are public domain.
14-day no-fault refund through itch. If the tool isn't for you, ask for your money back. No reason needed.
Roadmap
- v1 (now): Unity + Godot, eight editing tools, five partition modes, algorithmic scatter, the runtime shell, 1200+ sprites, deterministic seeds, standard exports.
- Beyond: More partition modes, ground textures, runtime weather/lighting hooks.
A note from the dev
I'm Inidar. I've been shipping tools for game communities for years; WorldSlate is the first one I'm putting on a store page.
I'm working on a (still untitled!) top-down survival exploration game with procedural worlds, base building, and a persistent overworld that heals as you progress. WorldSlate started as scaffolding for that game — I needed a way to author worlds visually instead of writing disposable generation code for every layout I wanted to try.
A few months ago I quit my day job to make the game full-time. WorldSlate came with me; it's my daily driver, and as I've improved it over time it's become clear other devs might want it too.
This is my first commercial release. If you've come from the modding scene, you may already know me: my mods and tools have crossed 100k+ downloads across Inidar Academy (Home of Pokemon PLA+ and SV+) and TerrariaModder, a modding framework for Terraria 1.4.5.
If WorldSlate does well here, it helps fund the game it was built for. And since I'm still building that game on it, the tool is going to keep getting better whether it sells well or not.
Hope it saves you the same headaches it saved me.
Official site: worldslatestudio.com · Discord: discord.gg/TvjGuEsAce
| Published | 18 hours ago |
| Status | Released |
| Category | Tool |
| Platforms | Windows |
| Author | Inidar |
| Tags | 2D, Generator, Godot, Open World, Pixel Art, Procedural Generation, Unity |
| Average session | A few seconds |
| Languages | English, Spanish; Castilian, Spanish; Latin America |
| Links | Homepage, Discord, TikTok, YouTube |
| Content | No generative AI was used |
Purchase
In order to download this tool you must purchase it at or above the minimum price of $19.99 USD. You will get access to the following files:







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