OctoShaper Character

OctoShaper

Node-based procedural generation for Godot

Build, preview, and run graph-driven systems directly in your Godot project.

No subscription One-time purchase Indie friendly

In development

Follow the Godot edition

The OctoShaper graph window in Godot showing connected procedural nodes, required attributes, parameters, and an output preview

What you will be able to build with Godot

Procedural structures with immediate feedback.

A strong fit for modular buildings, repeatable kits, and graph-controlled variation where designers want to see the structure change as parameters move.

Environment Runtime High variation
Environment

Large-scale structure

Good for buildings, modular kits, or anything where controlled variation matters more than one-off handcrafting.

Organic

Growth & branching

Useful for vines, roots, crystals, and other systems where you want growth rules instead of hand-placing every branch.

Placement

Scattering & sampling

A practical workflow for terrain dressing, mesh-driven sampling, and dense prop distribution from reusable graph logic.

Runtime

Live variation in-game

Use the same graph logic during play mode when you need spawning, variation, or regeneration to react to runtime state.

Roadmap

Features

Runtime + editor

One graph model for both contexts.

Author and preview systems in the editor, then use the same procedural logic during gameplay when the project calls for runtime generation.

Realtime visuals

See the result while building.

Immediate visual feedback makes graph editing easier to reason about and keeps iteration loops short while shaping content.

Godot-native workflow

Stay inside Godot.

The Godot edition is being designed around familiar Godot concepts and editor workflows, so procedural authoring remains part of the engine rather than a separate pipeline.

Lean setup

Small footprint, less friction.

The emphasis is on easier adoption and lower process overhead, so small teams can keep the tool in active use instead of treating it like a heavyweight pipeline commitment.

Responsive iteration

Responsive enough for real iteration.

The goal is short iteration loops: change parameters, inspect the result, and keep moving without procedural authoring turning into a long feedback cycle.

Procedural scenes

Package reusable procedural scenes.

Reusable graph-driven scenes will make it easier to carry procedural setups across levels and projects without rebuilding the logic each time.

Async or sync

Choose the execution mode that fits the workflow.

Some graphs need deterministic immediate execution. Others benefit from asynchronous work to keep the experience responsive. Supporting both gives the tool more room to fit different use cases without forcing one operating model everywhere.

Interested in OctoShaper for Godot?

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