Terrain Lab

Design the sea floor and ice ceiling for a Bacteria! scenario. The preview runs the game's own generator, so the structure you see is the structure the level builds — including the pore network you can swim into. The game re-rolls the arrangement every run, so this is one of the seabeds your settings produce: hit Reshuffle to see others.

Layers

Mass

How deep the layer runs, in pixels.

Rolling relief. 0 is a dead-flat slab.

How wide those undulations are.

Bends the whole structure into veins and branches instead of round blobs — turn it up for coral, sponges, a reef.

Pore network

Voids through the mass — brine channels, burrows. This is the part cells can live in.

Fine channels or open caverns.

Spires

How much of the width grows a tower. 0 for a flat sheet.

40–70 is a slender chimney; 200 a broad pinnacle.

Start from

Cross-section · full world width (2600 px)

seed 9973 · the game draws a new one each run

Dark gaps inside the mass are pore space — a cell can swim in there. The dotted line marks the world boundary. Canvas is the uncompressed RAM the layer takes in-game, not a download size.

Scenario JSON

Seed asks the level generator to build a whole scenario — organisms, chemistry, a lesson — around this exact terrain, and adds it to Scenarios for everyone in about fifteen minutes. Test level flies it privately, no generation.