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The Cosmogenesis Project

Living Universes,
Procedural Design.

Independent game development focused on procedural systems and emergent gameplay.

Our Games

The Cosmogenesis Project

Project Overview

The Cosmogenesis Project is my third-year university project, where I’m developing a space game focused on procedural generation and simulation. The goal is to build a universe that feels alive, dynamic, and continuously evolving, while avoiding the simulation stagnation common in many similar games.

Node map

Node Based Map

A procedurally generated, node-based map forms the backbone of the game. Each node represents a unique environment that can be explored, claimed, and conquered. Using seeded generation, the map produces consistent layouts per seed, allowing chokepoints and paths to be learned, mastered, and replayed across multiple runs.

Gate

Gate Based Travel

The node-based map is connected through procedurally generated gates that serve as the primary means of travel between regions. Their placement reflects each node’s position on the map, clearly communicating connections while forming routes and chokepoints. This creates strategically important nodes, where gate layouts can favour control and defence.

Asteroids

Dynamic Asteroids

Certain node types contain procedurally generated asteroid fields, while others remain clear. These fields vary in density, composition, and asteroid type, resulting in different resource distributions across the map. This creates meaningful distinctions between nodes and encourages players to prioritise regions based on strategic and economic value.

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Corruption is a defensive space combat game set in the universe of The Cosmogenesis Project.
A mysterious corruption spreads from the outer edge of the galaxy toward its core. Players must charge the shields on vital stabilisers while enemy ships attempt to disable them and destroy the network.

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Tactical Combat

Combat in Corruption is about more than simply destroying enemy ships. Pilots must constantly prioritise threats, deciding which enemies must be stopped immediately and which can be dealt with later. Ignoring the wrong target could allow enemies to disable stabilisers and accelerate the corruption’s spread.

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Interactive Map

The battlefield map gives players the tools they need to respond quickly to threats across the network. Pilots can set GPS targets to guide them to locations, set jump drive targets, and see which area's are corrupted and under attack.  Mastering the map is key to survival. Knowing where to go, when to jump, and which threats to confront first can mean the difference between holding the line and losing the network.

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Jump Travel

To respond quickly to threats across the battlefield, pilots can use their ship’s Jump Drive. By selecting a location on the map, pilots can instantly jump across space and reinforce areas under attack.  Mastering the jump system is essential for maintaining control of the battlefield as enemy pressure grows.

Aliens
About

About BitDriven

Exploring Game Development with BitDriven

My name is Paul, and I’m the independent developer behind BitDriven, where I focus on learning and experimenting with game development. As a third-year university student, I’m still developing my skills and experience, but I approach every project with creativity and a strong commitment to growth.

BitDriven is my way of exploring game development while building a portfolio that reflects both my passion and evolving abilities. My goal isn’t just to make games that are fun to play, but also to keep improving with each new idea I bring to life.

Outer Space

Get in Touch

Got a question or project in mind? Let’s talk.

Robot
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