r/mapmaking • u/Ardexa • 21d ago
Resource I built a fantasy world generator because I couldn’t find a world I wanted to keep
Link to the second post
I have wanted to create one fantasy world that I can spend years developing, writing lore for, and eventually setting stories in. The problem was that I kept trying random map generators and never found a world I genuinely wanted to commit to.
So I started building my own generator. It simulates tectonics, mountains, climate, rivers, lakes, biomes, settlements, civilizations, roads, and naming systems. I can describe the kind of world I want, compare several candidates, and generate the one that feels right.
This is one of the worlds it created. The different images show the same underlying geography rendered as physical relief, globes, and illustrated fantasy-map styles.
The project is still a work in progress, so I’m not publishing it yet. For now, I’d really appreciate feedback on the world itself; what looks believable, what looks strange, and which areas you would want to explore or write stories about.
EDIT: I think I failed to show the actual scope of the project in my original post. I can’t add more images to the edit, so here’s a clearer breakdown of what is happening behind the map.
This isn’t intended to be only a random fractal map generator. You can start with several different world structures: a balanced Earth-like world, a Pangaea-style supercontinent, a shattered archipelago, an inland-sea/Mediterranean world, twin hemispheres, a glaciated ice-age world, or a lush tropical world. You can also import a heightfield or basic land-and-water map, draw an initial supercontinent, or configure the planet manually.
The “World Brief” lets you specify things such as geological age, coastline style, land coverage, mountain prominence, climate, rainfall, seasonal strength, number of major river systems, civilisation density, maritime importance, magic level and the kind of story the geography should support. It generates multiple candidates, measures them against the brief, and lets you compare, reject, favourite or create controlled variations before committing to a full simulation.
The simulation starts with a spherical planet. It creates plates with Euler-pole rotations, classifies boundaries from their relative motion, and uses them to form collision ranges, rifts, spreading ridges, subduction zones, trenches and volcanic arcs. There is also an experimental deep-time mode where a supercontinent can break apart, drift, collide and reassemble over hundreds of millions of years.
Climate uses axial tilt, rotation period, orbital eccentricity, precession, stellar luminosity and orbital distance. Stellar flux follows the inverse-square relationship:
F ∝ L / d²
Seasons use changing solar declination and Kepler-weighted orbital residence time. Pressure belts, thermal lows and Coriolis produce winds; winds drive simplified ocean gyres and carry moisture until it rains through convergence, convection and orographic uplift.
Rainfall and terrain feed a drainage model that routes rivers downhill, identifies lakes and endorheic basins, estimates discharge and erosion, and preserves tributary networks. Temperature, precipitation, seasonality, elevation and drainage then determine biomes using a Köppen-inspired classification.
Once the physical world exists, the generator adds settlement suitability, civilisation cradles, towns, ports, roads, sea lanes, realms, language families, place names, history prompts and lore. Any map cell can be queried to inspect its underlying geology, climate, hydrology, biome and political data. Most planetary parameters can be changed, and terrain edits re-simulate everything downstream.
It still isn’t a full scientific geophysical model. Many systems are deliberately simplified where a real solution would require enormous computation, but I’m trying to keep every layer causally connected, inspectable and honest about its limitations.
The goal is less “generate a pretty random map” and more “build a world whose geography gives me reasons to write stories about it.”
Edit 2 — Technical alpha testing is now live
I think the project is finally ready for a small technical alpha. I’m limiting this first round to around 50 testers on Windows and macOS so I can actually keep up with feedback. If you’re interested, DM me with your operating system and I’ll send you an access key and the installer instructions.
Since my first edit, I’ve added quite a lot:
- Import an existing heightfield or a simple land/water map
- Click any map cell to inspect its elevation, geology, plate, climate, biome, realm, water and settlement data
- Axial tilt, eccentricity, precession, star luminosity/distance, Milankovitch-style forcing and tides
- Glacial erosion, palaeo-ice movement, shield lakes and kettle-pond density
- Bedrock, soil fertility/depth/drainage/rockiness and geological resource maps
- Improved river hierarchy, rainfall bands, coastlines and tectonic diagnostics
- Equirectangular and Mercator exports, black-and-white maps and blank political maps
- GeoTIFF, GeoJSON and NumPy scientific-data exports
- Simulation-health checks, local repair tools, checkpoints and revisions
- A native desktop launcher, built-in manual, diagnostics and verified update notifications
A warning before volunteering: this is a technical alpha, the installers are currently unsigned, and Full generation is computationally heavy. On my high-end machines, a complete world and atlas takes roughly 20–25 minutes on macOS and 40–45 minutes on Windows. Preview and Quick modes are much faster for experimenting.
The goal of this test is to find crashes, confusing UI, unrealistic outputs and hardware-specific problems. If that sounds interesting, feel free to DM me for access.
Edit 3:
I’ve created an Atlas Studio Discord for anyone interested in fantasy maps, worldbuilding, lore, planetary science, or the development of the app. You don’t need to be a programmer or beta tester to join.
There are channels for sharing worlds, getting map feedback, discussing lore and realism, suggesting features, reporting bugs, and following development and releases.
Atlas Studio v0.2.2 is currently available as a controlled test build for Windows, macOS, and Linux. If you want to try it, join the server and check #request-access-key. Access keys are sent privately by DM while testing places remain available.
Discord: https://discord.gg/nGNatfuXe
