City of Brass (video game)

[9] The developers claim that City of Brass gameplay systems are designed to give the player the opportunity to combine them together in imaginative ways to overcome obstacles.

[10] Since entering Early Access, the developers have released 10 updates[11] adding new environments, enemies, weapons, relics and tweaking gameplay balance based on community feedback.

The team has stated that as developers they wanted to try their hand at procedural generation after finding the task of "hand-crafting every nook and cranny" very resource intensive for their previous game Submerged.

In the same interview, Ed Orman claimed that procedural generation allowed a higher degree of polish to be applied to modular environmental pieces which were then subsequently combined to produce a variety of original level designs.

[12] In this talk, the team explained its goal for City of Brass was to generate a believable and playable environment from a single seed at run time, with the engine only manipulating pieces of the game world.

To achieve this, the developers employed a heavily modified version of the Dungeon Architect plug-in for Unreal Engine 4, with enhancements introduced by "walking around the perimeter" of each procedurally generated level to make amendments to improve the layout and playability.