The team behind the upcoming sandbox RPG Chronicles: Medieval has pulled back the curtain on the proprietary tech they're using to build its world. Instead of hand-placing every single building, they've developed a suite of smart tools designed to generate realistic, organic settlements that feel historically authentic.
This isn't just about saving time; it's about creating a more believable and immersive medieval world. The system is built on a trio of internal tools—Ymir for landscapes, Borg for settlement layouts, and Skapa for composing the buildings themselves—all working within Unreal Engine 5.
From Blueprints to Bustling Towns
The star of the show is Borg, the settlement generator. Using historical research and concepts like Voronoi diagrams, Borg lays out towns that grow organically around central points, just like they did in reality. This means no more grid-like, copy-pasted villages. Roads will curve naturally, and districts will feel distinct, creating more interesting and believable spaces to explore, quest, and fight in.
Complementing this is Skapa, a tool that lets artists create a huge variety of architectural assets from modular kits. By using procedural content generation (PCG) graphs, the system can assemble countless variations of houses and other structures. For players, this translates to less repetition and a world where each town has its own unique visual character.
What does this mean for gameplay?
This procedural approach directly impacts the player experience. Sieges will take place in cities with logical, defensible layouts. Exploring a new village will feel like a genuine discovery, not just another asset-flipped location. It aims to blend the scale of procedural generation with the detail of handcrafted design, giving players a massive world that still feels rich and purposeful.
Built with Modders in Mind
One of the most significant details is the team's commitment to mod support from the ground up. Because the entire content authoring pipeline is kept within Unreal Engine, modders will theoretically have a much easier time creating and implementing their own content. Want to replace the default housing with your own custom-designed architectural set? The workflow is designed to make that possible by simply allowing the procedural tools to use new assets.
This is a huge win for the PC community, promising a long-tail of community-driven content that could keep the world of Chronicles: Medieval growing for years. The developers have stated that the game is targeting an Early Access release sometime in 2026.