In Machine World 2, each time you start a new game, a new world is generated from scratch. World generation is randomized and procedural, but the algorithms used are rules based and use quite sophisticated simulated data. So a lot of natural features such as erosion on cliffs and soil are taken into account, but in a way that makes terrain generation a fast process.

Sorry for the techno-babble, but what this means is that Machine World 2 always generates unique and realistic terrains. Of course, once you save a game the terrain is saved as well in a compact format, so the world is always there exactly as you left it.

The worlds generated differ in size based on player settings. In the first Early Access version we have limited the terrain to one island of a maximum of around 3-5 kilometers squared. Our system supports an unlimited world, with terrain size only limited by the amount of internal memory the player’s computer. We will scale up terrain generation features and size as we further optimize the engine and go through community testing.


One very important feature of the game, is that everything is deformable and interactive. You can dig and deform anywhere. All trees can be knocked down and removed, as can grass, rocks and debris. So you can level a hill to make room for a house foundation, create a road up a steep hill, or dig a new water passage way into a lake. There are no limitations whatsoever.


Since Machine World 2 simulates an island environment, water is very important. We are proud of our water simulation which is based on sophisticated wave simulation that takes many parameters into account. Among them are shore depth, island features, and wind direction. So, based on our dynamic terrains we can simulate things like leeward and windward water behavior.

This simulation runs on its own cpu process, so it does not impact the rest of the simulation.


Finally, the world is interactive and reacts to environment changes. Changes in wind affect the trees and grass (as do rotor wash from helicopters), and sounds change dynamically to reflect this. Birds react to changes in time (in the daytime you will hear animal/bird sounds that are common during the daytime, and conversely at night the birds and critters you hear are typical night time animals.

We have put a lot of time and effort into making the environment in Machine World 2 feel realistic and look fantastic. We hope you will like it.