Storm is the complete world-building system for Unity — the natural world and the built world in one integrated, modular pipeline, with rendering acceleration that runs up to 10× faster.
Procedural Worlds, trusted by 250,000+ creators world wide.
Our Vision
It starts with a terrain tool. Then a vegetation scatterer, because hand-painting a forest is madness. Then a rendering asset, because your frame rate died the moment the forest got dense. Then a streaming solution, because the world outgrew a single scene. Four, five, six tools from as many developers — and now every seam between them is yours to maintain. One updates, another breaks. And none of them will build you a village.
Most open worlds don't die because the idea was wrong. They die here: in the glue between tools that were never designed to meet, at frame rates that punish ambition.
Our vision for Storm is to allow anyone to create and render beautiful natural and built worlds, at design time and runtime, that are performant by default across mobile, vr, desktop and consoles.
THE STORM MANAGER
One system, from empty scene to shipping build.
Storm is modular - terrain, biomes, buildings, painting, population - but every module reports to one heart: the Storm Manager. Every tree, rock, fence, and building in your world is registered with it, and every frame it decides what gets drawn, at what detail, and what doesn't exist at all until a player gets close.
That's where the speed comes from. Tile-based world management, tuneable render acceleration, automatic impostors in the distance, culling and LODs you can see and adjust - not a black box, a dashboard. Streaming and floating-point fixes are built into the same system, so a 40 km world behaves like a small scene. Colliders are managed the same way, and can even be exported headless for MMO and server builds.
Adopt one module or all of them. They already know how to work together.
World, tile, LOD & culling management in one place
Tuneable render acceleration with visual debugging modes
Impostor generation & management for extreme draw distances
Streaming + floating-point fix for worlds beyond scene scale
Tuneable colliders, with export for MMO/server builds
Unity 2022.3+, URP & HDRP
THE NATURAL WORLD
First, the world nature built.
Every open world starts with the land. It's most of what your player sees in every frame - the ground underfoot, the forest between them and the horizon. Too sparse and the world feels empty. Too repetitive and it feels fake. Dense enough to feel real, and in most pipelines the frame rate quietly dies.
Storm builds the natural world in two layers - the terrain itself, and the life that grows on it - both streamed, both riding the same rendering acceleration, both under your art direction.
THE NATURAL WORLD · STORM TERRAIN
Terrain that is beautiful in its own right.
Storm runs on standard Unity terrains — streamed, stamped, and shaped with full Gaia integration — or generates its own clipmap terrain surface (currently in preview) when you want to leave Unity terrain behind entirely.
Either way, the ground itself starts working for you: height-blended texturing, stochastic shading that kills tiling, macro variation across kilometers, mesh blending so rocks and cliffs sit in the land instead of on it. Decals and roads bake down. Puddles form. Snow and water get specialized rendering. It's the difference between a heightmap with textures and a place.
Two modes: Unity terrain, or Storm clipmap terrain (preview)
Stamping, shaping & texturing via Gaia — 140 pro stamps included in the bundle
Stochastic shading, macro variation, color tint, detail normals
Snow, water, puddles, vegetation color baking
THE NATURAL WORLD · STORM BIOMES
A living world from the packs you already own.
Point Storm Biomes at any prefab pack — the ones sitting in your project right now — and describe a forest once: what grows where, how it clusters, what it avoids. Storm scatters it deterministically across your whole world, at design time or at runtime, and renders it through its own acceleration engine.
Density stops being a luxury. Smart variation in scale, rotation, and color means a thousand instances of one tree read as a forest, not wallpaper. Density fades out gracefully at the edge of draw distance instead of a hard pop. Long shadows stay on for the golden-hour (or horror) look. And if your project already exists, Storm can take over the vegetation in your current scenes — you don't start over, it adopts what you have.
Sample biomes ship for packs you already know: Synty, Nature Manufacture, SeedMesh, Goatogrammetry, TriForge Assets, Polyart Studios — with Gaia integration throughout.
Deterministic scattering — same seed, same world, every machine
Design-time & runtime spawning
Takes over existing scenes into Storm rendering
Scale / rotation / color variation, avoidance rules, region management
Density fadeout & scaleout — no hard draw-distance cutoffs
Works with any prefab or pack; shaders adapt easily
THE BUILT WORLD
Here's the part nobody else does.
A game world isn't finished when the trees are planted — players head for the farmhouse, the village, the dungeon door. And in most pipelines, every one of those is hand-assembled: place walls, furnish rooms, dress the yard, weeks gone. This is where world-building tools traditionally stop and manual labor begins.
Storm treats the built world as a first-class citizen, with the same rules-based, performance-managed approach as the natural one
THE BUILT WORLD · STORM BUILDING GENERATOR
Whole buildings from the packs on your shelf.
Feed the Building Generator a modular building pack — it works with most of them — and get complete buildings: exterior-only shells for the skyline, or fully realized interiors and exteriors players can walk through. At design time or at runtime. Spawn results as ordinary prefabs for a traditional workflow, or as Storm objects that ride the same rendering acceleration as everything else.
Sample configurations ship for Synty's Fantasy Kingdom and Polygon Town, and Reversed Interactive's New Gen Urban — a medieval village, a modern town, and an urban block out of the box.
THE BUILT WORLD · STORM AREA POPULATOR
Set dressing on rules, not weekends.
Define what a "bedroom," a "backyard," or a "guard post" contains — Area Populator fills every one in the region: volume-aware, edge-aware, branching from anchor objects so a table gets chairs and a dock gets crates. Re-roll until it's right. Spawn as prefabs or Storm instances.
The hundred hours you were going to spend placing clutter go back into your game.
THE BUILT WORLD · STORM PAINTER
Procedural gets you the world; Painter gives you hands in it. Paint spawn and avoidance masks so the forest parts exactly where your quest hut stands. Run fences and power poles along splines. Spawn along lines, shapes, and paths. Move, swap, or re-randomize what's there. Prefabs or Storm objects, your call.
Full procedural power, full artistic override — never either/or.
THE REAL WORLD · STORM GEOSPATIAL
Start from a real place.
Pull real-world terrain into Unity — up to 10 km² per import, streamed like everything else in Storm. Browse and ingest mapping data through a companion web app, import terrain textures, bring your own GeoTIFF heightmaps, and even spawn vegetation from satellite imagery colors, so the forests fall where the real forests are.
It's built for games, not surveys — expect a game-ready landscape with real-world bones, not a 1:1 digital twin.
Web-app assisted browsing & import of user-obtainable mapping data
Up to 10 km² as streamed terrain tiles + real-world textures
GeoTIFF heightmap import
Satellite-color-driven vegetation spawning
THE WORLD BUILDING BUNDLE · THE ROAD AHEAD
You're not buying a tool. You're hiring an entire department.
Storm comes with the entire Procedural Worlds toolset — over $800 of it — because world-building doesn't end at spawning meshes: Gaia Pro VS for Unity 6 (terrain generation), Gena Pro (spawning workflows), GTS (terrain shading), Ambient Sounds, Pegasus (flythroughs & cinematics), 140 professional terrain stamps, and more. One purchase, one vendor, one integrated stack — maintained by a team that has been shipping world tools for Unity for a decade.
And Storm is a platform with momentum, not a finished box:
In development for Q4 2026 - Storm Road & Path Generator (networks at design time and runtime, imported from OpenStreetMap or JSON, with lanes, markings, and roadside spawning) · Storm MCP Support (drive Storm from AI harnesses like Claude or Codex) · Storm Runtime Worlds (graph-based deterministic world construction at runtime, with non-destructive manual edits).
Planned for 2027 - Storm City Generator · Storm Dungeon Generator.
(Roadmap is our current plan, not a promise — timelines can shift.)
The studios you're competing with have world buildings teams. Now you have one too - without leaving Unity.
TWO WAYS IN
Start this month, or own it outright.
Subscribe — $150/month Prove it on your actual project. Full Storm, cancel anytime. If it saves you a weekend of glue code and hand-dressing, it's paid for itself.
Full indie license — $2,000 For teams and committed projects. Own the complete system and the World Building Bundle, and ship without a meter running.
The honest math: indies don't fail for lack of a $2,000 budget — they fail for lack of eighteen months. Storm is priced like the professional pipeline it is, and it gives you the months back.
Unity 2022.3+ · URP & HDRP · Bundle included · Studio/Pro licensing: talk to us.
I'm already deep into my project. Storm takes over existing scenes into its rendering — vegetation and props included. You adopt Storm; you don't restart.
Will it work with my asset packs? Storm spawns and renders any prefab; shaders are easily adapted, and sample biomes/building configs ship for major packs.
What are your plans for Storm? Storm is the culmination of years of work, and we have shipped and maintained Unity world tools for a decade across multiple products, with a public roadmap through 2027, and more planned.
How steep is the learning curve? Modular adoption — start with one module (most start with Biomes on an existing scene) and take more of the pipeline as you need it.
Where's the 10× number from? The performance you get depends on your scene, your assets, your draw distances and density, and how it has been tuned. In large open world environments we consistently get greater draw distances and density, at better frame rates. Click here to see some of these techniques in action on a stylized low poly scene.