List of games using procedural generation

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This is a list of video games that make at least partial use of procedural generation to create their maps and levels, or other similar features. By default, the table is sort chronologically, but the sorting factor may be selected by clicking on the small boxes next to the column headings.


Title Year Developer(s) Procedural content
Banished 2014 Shining Rock Software Terrain map.[1]
Borderlands series 2009–2014 Gearbox Software, 2K Australia Weapons.[2]
Civilization series 1991–2018 MicroProse, Activision, Firaxis Games Customizable flat world map.[3]
Don't Starve 2013 Klei Entertainment Flat 2D world.[4] Later expanded with cavern systems[5] and oceans.[6]
Dwarf Fortress 2006 Tarn Adams Almost entirety of game content[7] based in a layered 3D world with elements like its history,[8] creatures and narrative,[9] religion,[10] etc.
Enter the Gungeon 2016 Dodge Roll 2D flat dungeon levels made of room "chunks".[11]
Minecraft 2011 Mojang 3D world primarily made of cube blocks.[12] Effectively infinite.[13]
Mini Metro 2015 Dinosaur Polo Club Abstract 2D levels and audio system.[14]
No Man's Sky 2016 Hello Games 3D galaxies with planets and their flora and fauna.[15][16]
RimWorld 2013 (EA) Ludeon Studios Customization 3D spherical world map and flat 2D gameplay map,[17] as well as many elements,[18] notably narrative and events.[19]
Rogue Legacy 2011 Cellar Door Games Side-scrolling castle[20], made up of interconnected rooms.
Spelunky 2008 Mossmouth Side-scrolling underground rectangular levels made up of tiles.[21]
Spore 2008 Maxis 3D creatures, tribes, civilizations, planets and terrain, spaceships and galaxies, music,[22][23] award-winning animation system.[24]
Starbound 2016 Chucklefish 2D side-scrolling planets[25] and content on them, such as dungeons and bosses.[26]
Stardew Valley 2011 ConcernedApe Cave areas[27] of increasing difficulty and loot.[28]
Terraria 2011 Re-Logic Side-scrolling rectangular 2D world.[29]
The Binding of Isaac 2011 Edmund McMillen Top-down 2D levels made up of interconnected rectangular rooms with random monsters and loot.[30]

See also[edit]


  1. ^
  2. ^ "How many weapons are in Borderlands 2?".
  3. ^ Totilo, Stephen. "Civilization V Preview: Small Changes, Big Differences".
  4. ^ "Wot I Think: Don't Starve".
  5. ^ "Don't Starve update adds caves and bunnies".
  6. ^ "Don't Starve: Shipwrecked is a breath of fresh… Nope, that's a hurricane".
  7. ^ "Dwarf Fortress' creator on how he's 42% towards simulating existence".
  8. ^ "Dwarf Fortress will crush your CPU because creating history is hard".
  9. ^ Weiner, Jonah. "The Brilliance of Dwarf Fortress".
  10. ^ "Generation Next, Part 2: How To Generate A Religion".
  11. ^ "Enter the Gungeon PC Review: A Fistful of Bullets".
  12. ^ "Here's how 'Minecraft' creates its gigantic worlds".
  13. ^ "Just how big is a Minecraft world? Big, as it turns out". PCGamesN.
  14. ^
  15. ^ "After two years, is No Man's Sky everything Hello Games originally promised?".
  16. ^ Alexandra, Heather. "A Look At How No Man's Sky's Procedural Generation Works".
  17. ^ "RimWorld's huge Wanderlust update is world-changing".
  18. ^
  19. ^ "How RimWorld Generates Great Stories".
  20. ^ "The making of Rogue Legacy".
  21. ^ Plunkett, Luke. "See How Spelunky Levels Are Made".
  22. ^
  23. ^
  24. ^
  25. ^
  26. ^
  27. ^ "How did indie farming sim Stardew Valley top the Steam sales chart?".
  28. ^ "Stardew Valley review".
  29. ^ Mc Shea, Tim (May 31, 2011). "Terraria Review, Terraria PC Review".
  30. ^ "The Binding of Isaac takes on religion in a randomly generated Zelda-styled Roguelike".