The World & Biomes

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Implemented in code. This page documents how the world is DEFINED — the biomes, their regions and their declared contents. It does not describe individual landmarks: those are built but not yet placed or played, so there is nothing verifiable to say about visiting them.

How the world is built

The world is assembled from biome zones. Each zone is a circular area with a centre and a radius — most are 2400 units — carrying its own ground material and tint, foliage and rock colouring, tree and rock style, and counts for how many trees, rocks and special props to scatter. Everything a biome looks like is data in Code/World/Biome.cs, not bespoke code per area.

Because a zone is a centre plus a radius rather than a hand-painted map, the same biome definition can be placed more than once — the Rolling Grasslands exist as a north and a south zone sharing one definition.

The biomes

8 zone definitions exist, across 8 biome kinds. The Rolling Grasslands definition carries two names because it is placed twice, north and south:

The creatures you actually meet in each region, with pictures, are on Creatures & Bestiary. The enemy column below is the name each zone's data gives its monsters, which still sets their names and stats underneath.

ZoneKindEnemy name in the zone dataSignature prop
The Town SquareTown—WheatField
The Rolling Grasslands — North
The Rolling Grasslands — South
Grassland—WheatField
The CraglandsHighlandsBruteCragBoulders
The Emerald ForestDeepForestLizardmanMushroomCircle
MurkmireSwampLizardmanSwampLogs
Ashreach DesertDesertSkeletonSunbleachedBones
The Ember WastesVolcanicDemonLavaPuddles
The FrostmarchFrozenTundraMummyIceSpires

Town is a biome like any other in the data, which is why the settlement gets the same ground, foliage and prop treatment as the wilds. The grasslands carry no primary enemy name — they are the starting ground.

Named regions

Separate from biome KIND, each zone carries a region name — the fantasy label a player actually sees: TheTownSquare, GrasslandsNorth, GrasslandsSouth, EmeraldForest, TheCraglands, Murkmire, AshreachDesert, EmberWastes, Frostmarch.

The distinction matters: BiomeKind decides how a place is generated and what lives there, while RegionName is its identity. Two zones can share a kind and still be different places.

Universes

Creatures and zones belong to a universe. Universe 0 means omniversal — bosses and citizens exist everywhere — while a higher number scopes a population to one universe. See Creatures & Bestiary for how that shows on a nameplate.

Category: WorldCategory: Regions

Source & verification

Source status: generated from the current BONKERS repository on November 8, 2026. Every figure on this page was read out of the files below at generation time — nothing is estimated, remembered or predicted.

Verification: Implemented in code, not yet playtested. Zone definitions only; landmark placement is not documented because the props are not yet placed or played.

  • Code/World/Biome.cs — BiomeKind, RegionName and every BiomeConfig factory

Regenerate with python tools/make_wiki_articles.py after the code changes, then python build.py.

Generated from
BONKERS repository — Code/World/Biome.cs
Verified
Generator
tools/make_wiki_articles.py
Status
implemented in code — Implemented in code, not yet playtested