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Curious Trove
OctoShaper mascot: a purple octopus inside a gear
OctoShaper
by Curious Trove

Node-based procedural generation for Godot

Connect nodes, adjust parameters and see your level update in the editor. The same node graphs are coming to Godot.

200+ nodes Editor + runtime No coding needed
The OctoShaper graph window in Godot showing connected procedural nodes, required attributes, parameters, and an output preview

200+ nodes in the box, from scattering to splines, meshes and physics queries.

How it works

Generate content from a graph.

Connect nodes, adjust parameters and see the result update in your scene. Every graph is a regular asset in your project.

Parameters feed a chain of three nodes, Sample Points, Jitter Positions and Draw Instanced, whose result appears as trees in the scene Parameters Tree Count Spacing Seed 17 Sample Points Jitter Positions Draw Instanced Scene
1 Connect nodes 2 Adjust parameters 3 See the result in your scene
Examples

What you will be able to build with Godot

Layouts, buildings, vegetation, splines and meshes, each generated by a graph.

Modular layouts

Walls, towers and houses placed by the graph, while you control the overall shape.

Buildings

Floors, windows and roofs from your own modular pieces, stacked by the graph.

Vegetation

Grass and small plants over large areas, drawn with GPU instancing.

Along splines

Bridges, walls and paths: your meshes placed and instanced along a curve.

Scattering

Points sampled on meshes and terrain, culled by slope, with props that sit on the ground.

Features

Build and tweak graphs inside Unity.

The ElementSet spreadsheet listing every generated element and its attributes
Visual graphs

Inspect every step.

  • Each node shows a thumbnail of its result
  • Change a value and the preview updates
  • The spreadsheet lists every element and attribute
In the editor

Tools for every step.

Scene view tools

Edit splines in the Scene view.

Bezier paths live in the graph settings. Drag their handles in the Scene view and the graph follows.

Reusable subgraphs

Graphs inside graphs.

Drop one graph into another like any node, preview included. Each copy gets its own parameter values.

Roadmap

What's coming next.

Dates are targets, not promises. The devlog has the details.

  1. Summer 2026

    Unity Release

    The full Unity package, with a stable set of features and public docs.

    Shipped
  2. October 2026

    Colourful Update

    Procedural meshes, colours, textures and per-instance material overrides.

    Shipped
  3. Fall

    The Billions Update

    Mixed instancing and async GPU rendering, for scenes with a lot more stuff in them.

    Up next
  4. 2027

    Godot Release

    The same node graphs, made for the Godot engine.

    In development

Want OctoShaper in Godot?

Follow along and be the first to hear when the Godot edition is ready.

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