Procedural generation projects a persistent dungeon state into playable expedition space. It does not create a fresh dungeon disconnected from history.

The generator receives the target region, core lifecycle, known topology, ecological populations, stored matter, active pressures, remembered intrusions, adaptations, discoveries, and contract-relevant affordances. It emits a bounded route network, chambers, encounters, hazards, resources, evidence, and extraction paths together with provenance back to those inputs.

The central C# world host owns this decision. Authoritative choices use GameCult.Math (CultMath), including its deterministic CultMath.Random; they do not use Godot, System.Random, or a project-local random stream. CultGeometry (GameCult.Geometry) owns engine-neutral isosurface extraction and typed mesh artifacts. The Godot client converts those artifacts into render meshes, colliders, materials, and scene nodes without earning a reroll.

Each committed projection records its seed, generator version, canonical input digest, output digest, and generation receipt. The same accepted inputs, seed, and version reproduce the same projection. A changed dungeon state is a changed input, not permission to reroll an unchanged expedition.

Continuity

  • Stable landmarks and discovered routes can recur.
  • Collapsed, sealed, exhausted, or altered structures remain changed until an owned process changes them again.
  • Repeated tools and tactics create selective pressure rather than a simple difficulty multiplier.
  • Valuable material can move, become guarded, change form, or prove to have another claimant.
  • Lost equipment, bodies, marks, and prior interventions may return as dungeon matter.

Generation may elaborate local geometry needed for play, but it cannot contradict canonical topology, invent an unowned resource, erase expedition history, or expose facts no participant can know. A generated room is a projection of the dungeon organ for one expedition interval.