Hello! I’m Cuba, a small multi-developer who is developing “Project FrontRooms”, a survival-rpg horror backrooms game, with a non-linear system and an open world with a procedural generation.
It’s my first project and yeah, I know it’s big, but I want to polish it as much as possible and make it realistic.
I’ve spent the last few months doing procedural generation using pre-made chunks. After 3 months, 7 prototypes, over 200 hours and 900 lines of code, I’ve finally created the design that I’m most happy with.
This generation includes:
- Random procedural generation optimized to work on low-budget computers.
- Percentage of appearance of each biome and each “chunk”, as well as being able to spawn special chunks.
- Continuity in each biome.
- Although chunks are created and deleted, their position is saved so if you return it will still be the same scenario.
- Each server has its own seed, that is, each server will have its own random map.
- Each chunk is randomly rotated, creating more diversity.
- Each person generates their own map even if they are on the same server, so you can use that to your advantage or against you (it’s a non-Eucladian idea), and it doesn’t have visual bugs or people going through walls.
- Ambient and lighting.
- Without sound (for now, I have to get the sounds).
This clip is prior to the ambient and texture adjustments:
Some images post ambient and texture adjustments:
This one is about the “Special Chunks”, it’s just a big part (for now) to see how the generation generates it:
And this is the comparative about low graphics and high graphics:
UPDATE 02/12/25:
- Fixed the bug where you spawn below the generation.
- Fixed the bug where you spawn IN a wall. Now, you will spawn allways on a chunk called “SpawnChunk”.
- More optimization.
- Added more chunks (I will upload them soon):
- 2 special chunks (pitfalls and ████████ ).
- 2 normal biome chunks.
- 4 pillars biome chunks.
Pitfalls:
UPDATE 03/12/25:
- Fixed some chunk positions.
- Added visual effects like VHS effect or camera effects.
Video:
(the camera zoom will be improved and reduced)
(I added more velocity when you run, and now the stamina bar is yellow)
UPDATE 05/12/2025
- Balanced some spawn probabilities of some chunks.
- Created the Darkness Biome, It will have the same chunks as the default biome but without lights. Sanity will decrease faster there.
- PD: I have to change some ilumination and environment for this new biome, like making the particles more visible
UPDATE 17/12/25
- Now the floor has no changes in texture due to the rotation.
- The issue where special chunks were not spawning correctly has been fixed.
- The bug that generated empty chunks no longer occurs.
- I will do today a texture and lighting rework for greater realism (we will use textures instead of materials, it will decrease a bit the performance but it’s for greater realism).
- DarknessBiome improved.
UPDATE 22/01/2026
It’s been just over a month since the last update (I was a bit disconnected over Christmas), but I’ve been reworking the lighting and the yellow color palette of level 0, as well as adding an extra chunk inspired by the original level 0 image (with a lower rate of spawn) and adding chunks to the “Pillars Biome”.
I just need to add more detail to the walls (like the brown lines, electrical outlets, etc.) and the special chunks, and level 0 will be finished, but I’d like to find more realistic textures for the level (if anyone knows where to get them, please let me know).
The level will probably be finished before the end of this week.
UI improvements are still pending.
Darkness Biome still on progress (WIP) (temporary flashlight).
The last image is the inspired chunk by the original level 0 image.
Some new Pillars Chunks:
Screenshot taken from the Roblox Studio workspace itself; they think it looks better in-game when they’re sandwiched between them:
UPDATE 23/01/2026
Today I uploaded my first video about my game! Being from generation 0, it’s an 8-minute showcase (gameplay) showing the 3 currently available biomes.
I’ve also started working on the red rooms. Keep in mind that I only had 10 minutes to change the lighting and colors of level 0, so it’s still in development (I can’t continue until Monday/Tuesday).
UPDATE 28/01/2026
Another video on the channel! This time, about the Red Rooms with the lights rework.
Ngl I shit my pants while recording this
It’s still in development! The code is finished and the chunks very soon.
Months of development work is really being invested here, and I think that from now on development will go faster since this consumed most of my time.
If you want to be on de discord just enter this link: Project FrontRooms
You must verify if you want to see the sneak peeks!
Btw, the dev forms are open too!
Link for the testing place (not updated): generation per chunks testing - Roblox
(You can support the game buying some support gamepasses)
Sorry if there are any formatting errors or bad English, it’s not my first language (I’m Spanish) and this is my first post. Thanks!
I will be updating my sneak peeks and advancements of the game here btw.
Open to any suggestions or questions.
Thanks your for your time =)










































