Define the World Logic
Describe the biomes, entities, factions, constraints and relationships that make your world work.
Craft A World turns your game’s map vision — biomes, factions, settlements, roads, constraints and gameplay rules — into reusable templates, endless pseudo-maps, and fully rendered Unity terrain through an SDK.

Bind once → render many

Structured worlds
Most procedural tools generate terrain. Craft A World generates structured worlds. Define the rules of your world, save them as a template, generate endless valid map blueprints, then let the SDK render them inside your game engine.
Describe the biomes, entities, factions, constraints and relationships that make your world work.
Create many pseudo-maps that satisfy your constraints, instead of random outputs that only look good from above.
Connect each biome and entity to textures, shaders, prefabs and gameplay assets. Then render the full 3D terrain through the SDK.
How it works
Six steps from a creative vision to a playable, in-engine world.
Start with AI or build manually. Define the world’s biomes, entities, rules and constraints.
Refine the structure once. Your template becomes the design DNA for every generated world.
Produce endless valid maps from the same template, each different, each respecting your rules.
Export maps into Unity manually, or pull them automatically from your game backend.
Assign textures, shaders, prefabs, terrain rules and gameplay meaning to each biome and entity.
The SDK turns pseudo-maps into full 3D terrain, ready for exploration, testing and gameplay.
Pseudo-maps
A pseudo-map is a lightweight world blueprint. It does not try to store every tree, rock or terrain vertex. Instead, it defines the structure of the world: where biomes are, where settlements exist, how roads connect, where rivers and mountains appear, and which constraints were satisfied.
Your game gives that blueprint meaning through a binding profile. A forest cell becomes your forest shader, your tree prefabs, your ambience, your spawn rules and your gameplay logic.
Binding pipeline
Why it's different
Craft A World starts from the rules of your world, not from a heightmap. The output is structured, validated and reusable.
Use cases
Whether you ship a survival sandbox or a roguelite campaign, Craft A World gives you the structure to keep every generated world on-design.
Generate large worlds with biomes, resources, roads, settlements and dangerous regions.
Create balanced maps with factions, territories, chokepoints and resource constraints.
Place settlements, ruins, enemy zones, quest hubs and traversal routes with design intent.
Generate a fresh world per run while preserving the logic of your game.

Unity SDK
Craft A World’s Unity SDK reads pseudo-maps and renders them using your own assets. You stay in control of the final look, performance profile and gameplay behavior.
Start with a world vision, turn it into a reusable template, and generate endless playable maps for your game.