Each seed picks a route archetype — horizontal or vertical corridors, 2–5 lanes — then places build pads and autotiles the ground. No two seeds share a shape.

Horseshoe · seed 1
horizontal · 2 lanes · mined autotile

S-bend · seed 8
horizontal · 3 lanes · mined autotile

Switchback · seed 3
horizontal · 4 lanes · mined autotile

Vertical S · seed 2
vertical · 3 lanes · mined autotile

Comb · seed 10
vertical · 4 lanes · mined autotile

Zigzag comb · seed 5
vertical · 5 lanes · mined autotile
Repaint the Terra Villa atlas in a theme, alpha-locked so the mined autotile table transfers untouched — keeps the artist’s hand-drawn transition tiles.

Molten
repaint Terra Villa · alpha-locked · mined table

Frost
repaint Terra Villa · alpha-locked · mined table

Jungle
repaint Terra Villa · alpha-locked · mined table
Two synthesized textures → a 16-tile blob atlas with an analytic table. No base atlas, no mining, zero fallback.

Desert
synthesized textures · analytic table · zero fallback

Arctic
synthesized textures · analytic table · zero fallback
Decorative props (trees, rocks, bushes…) generated through the same pipeline as every sprite — text-to-image → matte → pixelate → quantize, drawn in a 3/4 game view — then scattered on the grass, clear of the route, pads, and endpoints. Sets per biome; the game loads and depth-sorts them.

Meadow props
6 decorative sprites, generated 3/4-view & matte-cut for this biome

Molten props
4 decorative sprites, generated 3/4-view & matte-cut for this biome

Frost props
4 decorative sprites, generated 3/4-view & matte-cut for this biome

Jungle props
4 decorative sprites, generated 3/4-view & matte-cut for this biome

Decorated · horizontal · 3 lanes
meadow props scattered on the grass, clear of the route and pads

Decorated · vertical · 3 lanes
meadow props scattered on the grass, clear of the route and pads