The world of Thveit is procedurally generated, allowing every playthrough to begin within a unique realm shaped by dynamic terrain, natural landmarks, and environmental variation.
When starting a new game, players are able to:
- Generate a new world/realm
- Select world size
- Name their realm
- Name their settlement
The procedural generation system is designed to create worlds that feel handcrafted, atmospheric, and believable rather than overly random or chaotic.
World Sizes
Players may generate:
- Small worlds
- Medium worlds
- Large worlds
Different world sizes affect:
- Available landmass
- Resource distribution
- Exploration opportunities
- Settlement expansion potential
- Trade and travel distances
Island-Based Worlds
Worlds in Thveit are generated in the form of islands surrounded by ocean and coastline.
These islands feature a variety of natural terrain and environmental landmarks intended to create visually distinct and memorable settlements.
Generated environmental features include:
- Forests
- Tree clusters
- Rock formations
- Bushes and vegetation
- Lakes
- Oceans and coastlines
- Sacred Oak trees
- Resource deposits
- Mountains
- Flowers
- Hills and elevation changes
- Procedurally generated spline-based rivers
The goal is to create worlds that feel organic, natural, and strongly tied to Scandinavian landscapes and folklore.
Terrain & Environmental Generation
Natural objects and terrain features are placed procedurally throughout the world to encourage:
- Organic settlement layouts
- Exploration
- Environmental storytelling
- Strategic placement decisions
Different terrain formations may influence:
- Resource availability
- Farming potential
- Fishing access
- Building efficiency
- Creature spawns
- Mythological encounters
The procedural generation system is intended to balance gameplay functionality with strong visual composition and atmosphere.
Rivers & Water Systems
Thveit features procedurally generated spline-based rivers that flow naturally through terrain and landscapes.
Rivers play a major role in:
- Visual identity of the world
- Settlement planning
- Farming layouts
- Bridge placement
- Exploration routes
- Atmosphere and environmental storytelling
Combined with oceans, lakes, fog, waterfalls, and seasonal changes, water systems are intended to heavily contribute to the cozy and mystical atmosphere of the game.
Other Realms
In addition to the primary playable world, Thveit also procedurally generates other realms and distant settlements that players may interact with through:
- Trade
- Exploration
- Diplomacy
- Mythological systems (TBA)
These external realms are represented differently from the main world, using stylized 2D visuals and custom artwork rather than fully simulated 3D environments.
The purpose of these systems is to make the world feel larger and connected beyond the boundaries of the player’s island while maintaining a strong artistic identity and manageable scope.
Core Philosophy
The procedural generation system in Thveit is intended to:
- Create replayability
- Encourage exploration
- Support emergent storytelling
- Make settlements feel uniquely shaped by their environment
- Reinforce atmosphere and immersion
Rather than generating purely functional maps, the goal is to create worlds that feel peaceful, mystical, lived-in, and worthy of building stories within.