LowPoly Biomes Builder OFFICIAL SALE

Build entire low-poly worlds in seconds — and keep tuning them like a designer,

not a programmer.


LowPoly Biome Builder is a one-window procedural generator for six fully-authored

biome archetypes. Pick a biome, roll a seed, drag the map to shape it, and tweak

grouped sliders for density, composition, palette and mood lighting. Press

Generate and a coherent, fully-dressed world appears — then save it as a plain

prefab your game ships without any runtime dependency on this tool.


SIX COMPLETE BIOMES

- Meadow — grassland, dirt roads, groves, boulders, puddles, vigil lanterns

- Volcano — lava channels, basalt columns, fumaroles, the Ashen Forge caldera

- Burnt Village — focal chapel, plaza, ring roads, farm quarter, scattered ruin

- Snowy Mountain — pine groves, ice spikes, frozen ponds, the Eclipse Battlefield

- Burning Cathedral — nave, colonnade, pews, braziers, stained-glass walls

- Catacombs — the King's Tomb, maze or processional hall, bone arches, flood pools


DESIGNED FOR ITERATION

- Deterministic seeds — the same seed rebuilds the same world every time

- Everything is a slider — no code, no prefab wrangling

- Four map shapes: rectangle, circle, polygon (3–12 sides), organic blob

- Recolour the entire palette and apply per-biome mood lighting

- Drop your own prefabs into per-prop override slots


CLEAN OUTPUT

- Flat-shaded, solid-coloured, batching-friendly meshes

- Dead-flat collision plane — water, lava and ice are visual-only and walkable

- Save-as-Prefab produces dependency-free content you own

- Optional NavMesh bake via Unity's free AI Navigation package

- Player-build-safe runtime, isolated behind its own assembly definitions


EXTENSIBLE

Subclass a single base generator to author your own biome using the same window,

sliders and toolkit.


REQUIREMENTS

Unity 6000.0 or newer. URP and Built-in Render Pipeline work out of the box —

meshes use Universal Render Pipeline/Lit and fall back to Standard automatically.

On HDRP, point LowPoly.Material at HDRP/Lit (a one-line change). NavMesh baking

is optional and has no hard dependency.