This my idea dump, I will add more ideas into the replies, these are all complex ideas that I cannot code

THE COMPLEX
A True Infinite Backrooms Simulation
Core Idea
The Complex is an infinite procedural horror-exploration game inspired by the Kane Pixels Backrooms universe.
It is not built from levels, tilesets, or handcrafted rooms.
Instead, it is a living architectural simulation that continuously generates spaces that feel almost real, but slowly become impossible the deeper you go.
There are no predefined maps.
There are no set rooms.
There are no fixed “levels.”
Only an endlessly expanding structure that behaves like it is trying—and failing—to imitate human architecture.

The World
The Complex begins as something familiar:
Office buildings
Hallways
Schools
Hotels
Malls
Parking garages
Maintenance tunnels
At first, everything feels normal.
But nothing is actually prebuilt.
Every room, corridor, staircase, and structure is generated on the fly using procedural architectural logic.
The world is not assembled.
It is grown.

The Core Concept: “Almost Reality”
The horror of The Complex is not monsters or combat.
It is that everything feels 95% correct.
But never 100%.
Examples of subtle wrongness:
Hallways that are too long to exist
Rooms that are slightly impossible in shape
Doors that lead to unrelated buildings
Staircases that never reach the next floor
Windows that open into interior walls
Floor plans that repeat incorrectly
Architecture that feels “remembered” instead of built
The deeper you go, the more reality begins to fail.

Reality Degradation System
The world becomes less stable over time and distance.
Early Zone
Mostly normal offices and interiors
Familiar lighting and layout
Subtle imperfections
Distorted Zone
Repeating layouts
Impossible proportions
Sound anomalies
Strange architectural transitions
Broken Zone
Non-Euclidean geometry
Looping hallways
Rooms larger inside than outside
Structures folding into themselves
Collapse Zone
Architecture becomes abstract
Space behaves inconsistently
Navigation becomes unreliable
Reality feels “alive” but wrong

No Levels
There are no official “Backrooms levels.”
Instead, the environment naturally forms regions that players may label themselves over time.
Every world is different.
Every playthrough is unique.
Exploration becomes discovery rather than progression.

Sound as the Main Horror Tool
Sound is a core mechanic.
Players navigate using:
Fluorescent buzzing
HVAC airflow
Distant machinery
Footsteps in unknown spaces
Structural creaking
Sounds from unseen rooms
Importantly:
Some sounds come from places that do not exist.

Entities (Extremely Rare)
Entities are not the focus.
They are rare anomalies.
They are not scripted monsters.
They are generated distortions of the environment.
Examples:
Human-like figures that are “almost correct”
Moving shadows without sources
Spatial glitches that behave like organisms
Sound-driven presences
Most exploration contains no entities at all.
Their rarity makes them far more disturbing.

The Architecture Engine
Instead of handcrafted rooms, the game generates:
Intentions of buildings (office, hotel, school, mall, etc.)
Then distorts them over time
Then recombines them into new structures
Buildings are not designed.
They are reconstructed from flawed memory.
This creates environments that feel:
Familiar
Wrong
Forgotten
Incomplete

Recursive Spaces
Every location can contain another.
Examples:
An office hallway →
leads to a maintenance tunnel →
leads to a hotel →
leads to a mall →
leads to a basement system →
leads to something completely different
There is no limit to depth.

Environmental Storytelling
There is no lore delivery.
No cutscenes.
No exposition.
The story is inferred from:
Architecture
Objects left behind
Damage patterns
Lighting failures
Repeated structures
The world tells you what it is, but never explains it.

Lighting & Atmosphere
Lighting is physically grounded but unstable.
Flickering fluorescents
Dead zones of darkness
Overlit sterile spaces
Emergency lighting systems
Inconsistent illumination
Lighting is one of the main tools of psychological tension.

Gameplay Loop
There are no quests or objectives.
The experience is:
Explore
Map
Listen
Observe
Document
Get lost
Go deeper
The only progression is understanding how the world behaves.

Core Vision
The Complex is not about survival.
It is not about monsters.
It is not even about escape.
It is about exploring a space that feels like it should make sense—but slowly reveals that it never fully did.
It is an infinite procedural architecture system that generates a world that feels human-built, yet fundamentally wrong in ways you cannot immediately explain.
A place that feels like memory.
A place that feels like error.
A place that feels like it is still being built while you are inside it.

reddit.com
u/Playful_Committee315 — 12 days ago

I have a game idea for a very complex voxel game that covers basically every aspect

I had the idea and had an AI polish it over to be more professional.
Core Vision
StellarForge is a first-person voxel-based universe simulator that allows players to interact with, manipulate, engineer, and discover nearly every major system that exists in reality.
Rather than being a survival game, factory game, space game, biology game, or engineering game individually, StellarForge combines all of them into a single simulation.
The goal is simple:
Start with nothing. Build anything. Discover everything.
The universe is not primarily handcrafted.
Instead, it emerges from interacting systems of:
Physics
Chemistry
Materials Science
Biology
Ecology
Engineering
Astronomy
Geology
Evolution
Economics
Artificial Intelligence
Everything in the game exists because of these systems.

The Reality Engine
The Reality Engine is the foundation of the game.
Every object possesses real properties.
Examples:
Iron:
Density
Hardness
Strength
Conductivity
Melting point
Corrosion rate
Water:
Temperature
Pressure
Volume
Density
State
Atmospheres:
Gas composition
Pressure
Humidity
Weather
Nothing exists as a simple “game item.”
Everything exists as matter.

The Universe
Every new save begins in a realistic procedural solar system.
The starting system contains:
Rocky planets
Ocean worlds
Gas giants
Ice giants
Asteroids
Moons
Comets
Planet formation follows realistic rules.
Resources form naturally.
Geology determines resource placement.

Infinite Galaxy
Beyond the starting system exists:
Billions of stars
Trillions of planets
Nebulae
Black holes
Pulsars
Binary stars
Rogue planets
Every system is unique.
Exploration can continue forever.

Complete Element Database
The game contains all 118 known elements.
Examples:
Hydrogen
Carbon
Oxygen
Iron
Copper
Gold
Uranium
Tungsten
Elements combine into:
Compounds
Alloys
Crystals
Polymers
Composites
The game contains thousands of real materials.

AI Scientific Discovery Engine
The game includes a massive scientific knowledge database.
It understands:
Chemistry
Biology
Physics
Astronomy
Materials Science
Instead of random generation, AI extrapolates from known science.
This allows generation of:
New alloys
New compounds
New materials
New lifeforms
New technologies
Discoveries emerge naturally.

Chemistry
Every chemical process can be simulated.
Systems include:
Reactions
Combustion
Electrolysis
Catalysis
Synthesis
Refining
Variables include:
Pressure
Temperature
Concentration
Phase changes
Players can operate laboratories and discover entirely new processes.

Matter States
All matter exists in physical states:
Solid
Liquid
Gas
Plasma
Materials transition realistically.
Examples:
Water:
Ice → Liquid Water → Steam
Iron:
Solid → Molten Iron → Vapor
Matter behaves according to environmental conditions.

Fluid Simulation
Every fluid physically flows.
Examples:
Water
Oil
Liquid Oxygen
Liquid Hydrogen
Acids
Molten Metals
Properties include:
Pressure
Density
Flow Rate
Temperature
Viscosity
Entire industrial fluid systems can be constructed.

Electrical Engineering
Electricity is fully simulated.
Players build:
Wires
Transformers
Batteries
Capacitors
Generators
Power Plants
Electrical systems include:
Voltage
Current
Resistance
Frequency
Power Loss
Entire cities can be powered through player-built infrastructure.

Mechanical Engineering
Machines consist of real components.
Examples:
Motors
Pistons
Bearings
Gears
Shafts
Pumps
Turbines
Players can invent custom machinery.
Every machine obeys physical constraints.

Industrial Automation
Factories form the backbone of civilization.
Players build:
Mines
Refineries
Smelters
Chemical Plants
Manufacturing Facilities
Logistics Centers
Transportation includes:
Conveyors
Pipes
Railroads
Trucks
Ships
Aircraft
Spacecraft
Every resource physically moves through the economy.

Computer Engineering
Players build real computing systems.
Features:
Logic Gates
CPUs
Memory
Displays
Networking
Servers
Uses include:
Automation
AI Control
Spacecraft Guidance
Scientific Analysis

Programming
Programming is built into the game.
Players can create:
Custom Machines
Custom Blocks
AI Behaviors
Automation Systems
User Interfaces
The game effectively contains its own modding platform.

Content Creation Tools
Built-in tools include:
Texture Studio
Texture Creation
Material Design
Sprite Editing
Model Creator
Block Models
Vehicles
Machinery
Structures
Scripting Studio
Programming
Automation
Logic Systems
No external software is required.

Geology
Planets form through geological processes.
Features:
Plate Tectonics
Volcanism
Erosion
Sedimentation
Mountain Formation
Resources occur where geology predicts they should.

Weather
Weather is fully simulated.
Systems include:
Wind
Rain
Snow
Hurricanes
Dust Storms
Climate Cycles
Weather affects industry, agriculture, and exploration.

Biology
Life emerges through biological systems.
Every species contains:
Genetics
Metabolism
Adaptations
Reproduction
Evolution
Life is not handcrafted.
Species emerge from simulation.

Multiple Biochemistries
The game supports multiple forms of life.
Examples:
Carbon-Based Life
Earth-like organisms
Silicon-Based Life
Mineral organisms
Ammonia-Based Life
Cold world ecosystems
Exotic Life
Plasma organisms
Crystal organisms
Metallic organisms
Different planets may support radically different biospheres.

Cellular Engineering
Players can engineer life itself.
Tools allow creation of:
Custom Cells
Organelles
Metabolic Pathways
Genetic Systems
Cells become programmable biological machines.

Synthetic Biology
Players can create entirely artificial organisms.
Examples:
Oil-Eating Microbes
Break hydrocarbons into useful chemicals
Mining Organisms
Extract metals from rock
Fuel Organisms
Produce methane or hydrogen
Atmosphere Organisms
Generate oxygen
Living industry becomes possible.

Evolution
Species continuously evolve.
They can:
Mutate
Adapt
Diversify
Go Extinct
Every world develops unique evolutionary histories.

Agriculture
Players can engineer:
Crops
Livestock
Microbial ecosystems
Agriculture can become industrialized or genetically optimized.

Space Program
Spaceflight is a major milestone.
Players design:
Rockets
Capsules
Landers
Satellites
Probes
Systems include:
Fuel
Engines
Guidance
Life Support
Orbital mechanics are simulated.

Satellites
Functions include:
GPS
Communications
Mapping
Resource Detection
Weather Forecasting
Entire planetary networks can be established.

Space Stations
Players build:
Habitats
Shipyards
Refineries
Research Facilities
Stations become hubs of interplanetary civilization.

Planetary Colonization
Every planet can be transformed.
Infrastructure includes:
Cities
Factories
Farms
Research Bases
Colonies become independent industrial centers.

Interstellar Expansion
Advanced technologies unlock:
Fusion Propulsion
Antimatter Drives
Warp Concepts
Exotic Physics
Civilizations can spread throughout the galaxy.

Artificial Intelligence Civilizations
Optional setting.
Civilizations:
Expand
Trade
Research
Colonize
Fight Wars
Build Megastructures
Their histories emerge naturally.

Economics
Resources possess value.
Systems include:
Supply
Demand
Trade
Manufacturing
Transportation
Entire economies emerge from production networks.

Megastructures
Late-game engineering projects include:
Dyson Swarms
Dyson Spheres
Ring Worlds
Orbital Rings
Space Elevators
O’Neill Cylinders
Artificial Planets
Stellar Engines
These projects require planetary-scale industry.

Planetary Engineering
Players can reshape worlds.
Examples:
Terraforming
Climate Modification
Atmospheric Engineering
Ocean Creation
Ecosystem Design
Planets become custom-built environments.

Discovery
The universe continuously generates:
New Materials
New Compounds
New Lifeforms
New Technologies
New Civilizations
New Worlds
Players never run out of things to discover.

Endgame
There is no endgame.
Progression is:
Primitive Survival

Industry

Automation

Computers

Science

Spaceflight

Colonization

Bioengineering

Interstellar Civilization

Megastructures

Universe Engineering

Ultimate Goal
StellarForge aims to become the closest thing possible to a playable simulation of reality.
A game where physics, chemistry, biology, engineering, economics, computation, evolution, and astronomy coexist within a single sandbox.
A player may begin by mining stone and lighting a campfire.
Thousands of hours later they may be operating self-evolving biological factories, managing interstellar trade networks, terraforming planets, discovering entirely new materials, engineering alien ecosystems, and constructing Dyson Spheres around distant stars.
The universe is not scripted.
The universe is simulated.
The player is free to explore, understand, and reshape it.

reddit.com
u/Playful_Committee315 — 12 days ago

Can someone make a map of the U.S. but with the old Iowa Territory borders on it. As well as the top 3-5 populated cities in each state?

I need this map for tracing to draw an alternate history. Idk where or how to make a map like this. If someone has a software I could use, please recommend it.

reddit.com
u/Playful_Committee315 — 12 days ago

I have some ideas for procedurally generating games that anyone can use.

  1. Accurate backrooms generation game that generates just like the real backrooms in the Kane parson’s series.
  2. A voxel game with infinite planets and galaxies, you can design things out of pixels like the chisels and bits mod or out of normal blocks, but each new planet has a chance of generating new atoms, elements, ores, and new plant life.
  3. Some game like The powder toy but you can mix and fuse elements to make new things. Mainly focusing on the nuclear/atomic aspect.
    If anyone would want to pick these ideas up and make them into a game, or inspire your own idea, you can do just that, no credit needed and these ideas are free to use
reddit.com
u/Playful_Committee315 — 16 days ago