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.
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.
Voids through the mass — brine channels, burrows. This is the part cells can live in.
Fine channels or open caverns.
How much of the width grows a tower. 0 for a flat sheet.
40–70 is a slender chimney; 200 a broad pinnacle.
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.
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.