procgen

procgen is a command for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 17 tokens per session (802 once invoked), scanned A, original, MIT.

A game-development command for creating terrain, dungeons, caves, and object placement with algorithms rather than hand-making every piece. It can also check whether generated content is usable.

In plain words
What is it for?
Use it to generate heightmaps, biomes, rooms, corridors, caves, enemies, items, and events, with options such as seeded randomness and solvability checks.
Why use it?
It reduces the manual work of building varied game worlds and helps make random results repeatable or playable. Procedural generation means producing content from rules and inputs instead of fixed layouts.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

Part of the procedural-generation plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to generate heightmaps, biomes, rooms, corridors, caves, enemies, items, and events, with options such as seeded randomness and solvability checks.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/hermeticormus/libregamedev-claude-code/procgen
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install procedural-generation, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for procgen

README.md
[![agentmods](https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/procgen/github.svg)](https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/procgen)
Your own site
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/procgen"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/procgen/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for procgen

Your own site · 80×15
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/procgen"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/procgen.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 17 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 802 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00017 $0.00802
Opus 5.5 $0.00007 $0.00321
Sonnet 5.5 $0.00003 $0.00160
Haiku 4.5 $0.00002 $0.00080

Measured 15d ago against content hash 4cc37f436274, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

procgen scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 15d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/procedural-generation/commands/procgen.md · 97 lines

How it starts

The opening of the file, as written. The whole thing — 97 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/procgen

Procedural content generation: terrain, dungeons, caves, tile maps, and content placement.

Trigger

/procgen [action] [target]

Actions

terrain

Generate noise-based terrain or heightmaps.

/procgen terrain "2D sidescroller background with rolling hills"
/procgen terrain "top-down world map with biomes: forest, desert, water"
/procgen terrain "3D heightmap with mountain peaks and valleys, 256x256"

Output: FastNoiseLite configuration, heightmap sampling function, biome thresholds.

dungeon

Generate room-based dungeon or cave layouts.

/procgen dungeon "BSP dungeon 80x50 grid, 8-15 rooms, connect all rooms"
/procgen dungeon "cellular automata cave system, 60x40, 5 smoothing passes"
/procgen dungeon "drunk walk corridors for underground tunnels"

Output: Typed GDScript generator class with seed parameter, room list, corridor list, TileMap fill method.

populate

Place enemies, items, and events in generated spaces.

/procgen populate "enemies in dungeon rooms scaled by difficulty 0-1"
/procgen populate "loot tables for 3 room types: treasure, combat, rest"
/procgen populate "guaranteed key item in first room, exit in last room"

Output: RoomPopulator with derived seeds, weighted random placement, quota enforcement.

validate

Add solvability and quality checks to a generator.

/procgen validate "check dungeon has path from spawn to exit"
/procgen validate "verify enemy count within 3-8 range per level"
/procgen validate "stress test: generate 100 levels and report failures"

Output: BFS flood fill validator, stat assertions, batch generation test loop.

Examples

Generating a seeded dungeon with validation:

/procgen dungeon "BSP dungeon for roguelike, 100x60, must have guaranteed spawn-to-exit path"

Produces: BSPDungeon.generate(bounds, seed) with rooms + corridors, plus DungeonValidator.is_solvable() check; if unsolvable, increments seed and retries.

Terrain with biomes:

/procgen terrain "top-down world with ocean (< 0.3), beach (0.3-0.4), grass (0.4-0.7), mountain (> 0.7)"

Produces: FastNoiseLite config, get_biome(x, y) -> StringName function using noise thresholds, TileMap tile assignment.

Read the full file on GitHub · 97 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 15d ago First seen · 97 lines · 17 tokens per session scan A 4cc37f436274

Subscribe to this mod's changes

procgen is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 17 tokens to every session and 802 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-01.

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