Real Horror Hospital - Procedural Hospital & Asylum Horror Level Generator OFFICIAL SALE

Generate a complete horror hospital from a seed — a labyrinth of corridors and rooms with floors, stairwells, working lifts, physics doors, flickering lights and ghosts that push the furniture around, inside a building with its own facade, roof and grounds — in the Editor or live at runtime. For the Universal Render Pipeline (URP) in Unity 6.3 (6000.3.21f1).


Pick a preset or set your own parameters and press Generate: the building grows in front of you — walls rise, rooms fill with props, the lights come on. In the live panel every change applies at once: the finished hospital replaces the old one. Every seed gives a new, believable building, and the same seed always gives the same one, so a level designer, a chase sequence or a VR arena can rely on it.


Watch the overview: https://www.youtube.com/watch?v=XgbI6YNBXQA


A real labyrinth, not a box

- Corridors with junctions, loops for chases and dead ends with a room at the end; main corridors wider than side corridors; nurse stations and waiting alcoves.

- 26 room and corridor types of a horror hospital — reception, waiting room, wards, children's ward, operating room with scrub and recovery rooms, morgue and autopsy room, isolation cells with airlocks, ECT treatment room, X-ray, laboratory, dental room, hydrotherapy, pharmacy, records archive, offices, cafeteria, laundry, boiler room, quarantine, security, janitor's closet, storage, lift halls and stairwells.

- Building shapes: rectangle, L, U, H, T, courtyard and comb, with wings and connecting corridors.

- 1 to 4 storeys and a basement; stairwells and lift shafts line up on every floor.

- Exits where you want them (left, right, middle, any facade), each with a door, canopy, steps or ramp and a path outside.

- Gameplay rules built in: every room either has two ways out or a hiding spot; hide spots under beds, in lockers and behind screens; chase paths and spawn points are part of the result.

- Few, readable props per room (3–8), like a real abandoned clinic: beds you can crawl under, gurneys, wheelchairs, IV stands, lockers, cabinets, morgue drawers, an operating lamp, CRT monitors, signs.

- Neglect, missing ceiling tiles, flickering tubes, boarded doors and tipped gurneys are parameters. No blood.


Nine presets

Park attraction, Teaser corridor and ward, Small clinic, City hospital (H shape, three storeys and a basement), Asylum (U around a courtyard), Abandoned wing, Quarantine zone, Morgue basement and VR chase arena. Each preset is a small JSON file: copy one and make your own.


Procedural exteriors, one style per preset

- Every preset has its own outside, built from the plan: Victorian red brick with a slate roof and a portico (park attraction), a buff-brick ward pavilion with a clay-tile roof (teaser ward), a rendered clinic with a flat roof (small clinic), a 1970s precast block with ribbon windows, roof plant rooms and big letters (city hospital), a sooty brick asylum with barred windows, chimneys and a fire escape behind a high wall (asylum), a derelict wing behind a chain-link fence (abandoned wing), a corrugated-metal unit with a decontamination tent and floodlights (quarantine zone), a concrete block with slit windows and an incinerator stack (morgue basement), a converted warehouse with skylights (VR chase arena).

- Hip roofs on any footprint, or flat roofs with parapets, lift machine rooms, water tanks and vents; windows, doors, porticos, gutters and downpipes follow the rooms behind them.

- Grounds: lawns, paths to every exit, a forecourt with parking, fences, gates, lamp posts, benches and hedges in the preset's style. Lawns and roofs carry large-scale variation, so no texture repeat shows from the air.

- Every part of the look can be changed in the preset's JSON.


Alive, not static

- Doors, cabinet doors, drawers, bed rails and seats on hinge and slider joints with real masses; gurneys, wheelchairs and IV stands roll on swivelling castors. A city hospital has about 1,500 interactive objects.

- Ghosts: a haunt director that makes doors swing open and slam, drawers slide, chairs turn, gurneys creep down a corridor and lamps stutter — only through physics forces and joint motors, seeded and repeatable.

- Working lifts: a cabin that travels between floors, sliding doors and call buttons.

- Characters push doors and furniture out of the way.


Lighting that sells the mood

- The demo hospital ships baked: indirect light and GI in lightmaps, direct lamp light realtime with shadows, so moving props and characters cast shadows; reflection probes in every room and corridor, light probes along the walkways.

- A shadow budget keeps only the lamps that matter to the camera casting realtime shadows.

- Lamps with individual colour temperatures, flickering tubes, red emergency lights and green EXIT signs; haze, dust and light shafts.

- Bake your own generated hospital with one menu command.


The cast

- Doctor (three versions: stylised procedural, a detailed one, and a layered one whose coat and mask move as cloth), Head Nurse with keys and lantern, Patient in a straitjacket who crawls under beds, Orderly in a gas mask with a mop, and an ape actor in two versions: eight ready actor prefabs.

- Each one idles, walks and runs with its own clips and plays its actions: attack, scream, search, look under, turn, plus signature moves (Lurch, Crawl, Rise up, Smash, Drag); the apes go prone and crawl. Drive it with the keyboard, a gamepad or your own script.

- Characters open doors ahead of their own mesh: the leaves swing open before a head, a hand or a coat reaches them, and an actor stops at a locked door.

- Humanoid-style bone names and 4 to 10 animation clips each.


Live generator interface

A uGUI panel (no IMGUI) to choose the preset and seed, switch room types on and off, set room counts, prop density, size, loops, dead ends, neglect, floors and exits. Every change applies at once — the finished hospital replaces the old one, the newest value always wins, and the screen never shows a half-built building.


Take the geometry anywhere

- Export a generated hospital to <Name>.hospital.json (meshes, materials, colliders, lights, rooms, doors, hide spots, chase paths, the plan) plus PNG textures and a .glb (glTF 2.0) for other engines and Blender.

- A drop-in importer with its own assembly and no dependencies loads that JSON into any Unity project, without the generator.

- Same input, byte-identical file. The format is documented field by field.


Built for your code

- Engine-free C# for the plan generator, the geometry compiler and the exchange format (no UnityEngine reference), covered by automated tests.

- One call builds a hospital: plan, geometry and GameObjects; or time-sliced building that never freezes a frame.

- Manual, Quick Start, the characters guide, the JSON format reference and a skill file for your AI coding assistant are in Documentation.


What is not included

- Built-in RP and HDRP versions; URP only.

- Blood and gore.

- Sound and voices.

- The forest and sky behind the building in the media are the publisher's Real Millions of Trees 2D and Real Skies; they are not part of this package.


AI-assisted content

Some models were made with AI-assisted tools and then finished by hand; see the AI section of this page and Documentation/ThirdPartyNotices.md.


Credits

Asset uses Source Sans Pro under SIL Open Font License 1.1; see ThirdPartyNotices in the package for details.


Support

Questions and bug reports: Unity Discussions or cgteamorg@gmail.com. Please include your Unity version, the preset and the seed.

If Real Horror Hospital helps your project, a rating on the Asset Store helps other developers find it. It is optional, and nothing depends on it.


More from this family

Real Amusement Park and Real Roads & Tracks are coming soon from the same publisher.