Hey there, fellow spud warriors!
In our very first DevLog for Potatogeddon, we’re pulling back the curtain on one of the game’s core systems: procedurally generated levels.
Our fearless potato hero isn’t wandering through some ancient ruins – he’s breaking into a heavily fortified, high-tech base run by potato beetles and other crop-devouring pests. These enemies are on a mission to wipe out all potato crops on Earth – and you’re the last line of defense!
[h2]Random, but with structure[/h2]
Each level in Potatogeddon is made up of randomly generated rooms, with their number increasing the deeper you go. For example:
Level 1: between 7 and 9 rooms
Level 3: between 14 and 18 rooms
This ensures each run feels fresh, with a new layout to explore and conquer.
At this stage of development, all rooms are square-shaped and identical in size, which helps us focus on core mechanics and overall balance. But in the future, we plan to introduce different room shapes and sizes and even adjust layouts based on the number of players. Expect more environmental variety and complexity as the base grows more sinister!
As for how many levels the full game will contain – and how big the later levels will get – we haven’t locked that down yet. The numbers are still being tested and tweaked as we shape the overall difficulty curve and pacing. But one thing's for sure: things will get wild and intense the deeper you go.
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[h2]Room types you’ll encounter[/h2]
Your infiltration journey will take you through various room types, each with a different function:
[b]Start Room[/b] – your entry point. Calm and secure, with no enemies or traps. A quiet moment before the storm.
[b]Enemy Room[/b] – once entered, all exits are sealed and enemies spawn. Defeat all threats to move forward. Expect heavy resistance.
[b]Shop Room[/b] – use the seeds you collect (the in-game currency) to upgrade your abilities or buy gear. A must-visit if you want to keep up with the base’s escalating defense systems.
[b]Reward Room [/b]– find a random item that might help you win, upgrade, or heal your character.
[b]Boss Room[/b] – defeat the boss to move deeper into the facility. Each has unique abilities and deadly tech.
Each level is built using a consistent structure, it always includes a Start Room, a Boss Room, and several Enemy Rooms. The Shop Room and Reward Room are optional – not every level will have them, so if you spot one, make sure to take advantage of it!
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This is just the start – in future DevLogs, we’ll dive into combat, weapons, enemies and more.
Let us know what you think of our level generation system – and if there's anything else you'd like to see in the next update!
Stay stealthy, stay spuddy! 🥔