Seed Map Viewer
Enter any Romestead world seed to see its map — where the volcano, desert, lake, forest and ocean fall. It's generated right in your browser from the game's own world generator, so it matches the world you'd get in-game.
Landmarks
- Spawn
- Volcano
- Desert
- Ghost Town
- Forest
- Lake
Biomes
Map a world you're already playing
Press Enter to open the in-game chat and run the command below — it prints your world's seed. Enter that number into the seed box above to see its map.
If Enter doesn't open the chat, turn it on first in Options → Misc.
About this tool
This viewer runs Romestead's actual world-generation code, compiled to WebAssembly, entirely in your browser — nothing is sent to a server. For a given seed and world size it produces the same biome layout you'd get when creating that world in-game: the central spawn, the ring of key biomes (forest, desert, lake, volcano), volcanic tendrils, rivers and the ocean border.
Pick the same world size you use in-game — the map changes with size, so a Tiny world and a Small world from the same seed look different. Larger map sizes take longer to generate, and how long depends on your computer — it can be anywhere from a few seconds to a minute or more. Keep this window open while it works; don't close out of it or the generation will be interrupted.
About the view modes
Biome colors — the worldgen's base region layout.
- Shows where forest, desert, plains, lake and volcano sit.
- This is the overview the game uses before it fills the world.
- Trees, rocks, roads and structures are placed in a later step that isn't shown here — so it won't match the zoomed-in, walk-around view.
Danger (difficulty) — the game's own enemy-difficulty heatmap.
- Each region's difficulty comes from its distance to spawn and its biome.
- It's the same value the game uses to scale what enemies spawn where.
- Color ramp: blue = safest (spawn and water) → green → orange → red = most dangerous.
- The volcanic corner is the hardest; the world gets tougher the further you travel from the central spawn.
Resources (ore veins) — where the world's mineral wealth concentrates.
- The game scatters resources as long veins plus circular deposits, seeded from your world seed — this is that exact field, so it matches your world.
- Brighter gold = denser ore. Each biome turns the density into its own ores: tin, copper & clay in the early biomes near spawn; iron & coal in the tougher regions.
- It marks where mining is richest — not individual rocks, which the game places tile-by-tile from this field when you explore.
