Caves of Qud is a science-fantasy roguelike coming out on December 5th, 2024. In roguelike tradition, the majority of its maps are procedurally generated.
The world of Qud is 240 zones (“screens”) wide and 75 zones tall. Each zone is 25 tiles tall and 80 tiles wide, and each tile is 16 pixels wide and 24 pixels tall. That means that the surface map from a single run of Qud comes in at a cozy 13.8 gigapixels.
And here’s what that map looks like in practice! Zoom in to see any part of the surface map from a game of Qud. (If you’re on mobile you may have to zoom in quite a bit first. Sorry, I’m awful at frontend dev!)
The game also has Int32.MaxValue
z-levels. For fun I’ve included a toggle to
show the first underground level, although for the sake of brevity (and cloud
storage costs) I must omit the other 2,147,483,645 z-levels.
If you want to follow along and generate a map for your own world, I’ve made all of my scripts (and a little proof-of-concept) available at Qud-Worldmap-Viewer.
Finally, if any of this looks interesting to you, check out Caves of Qud when it comes out next week! You can find it on Itch and Steam: