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Maybe in the long future there will be. But at this stage, it's 95% static
I can't quit see how the devs could make a good coherent underground facility if parts could just shift around.
And it isn't exactly open world. You can't just climb a hill or explore some massive cave, or carve out a new path. Things are more or less linear* (with some exceptions) and the quest lines and maps are built around that idea.
*(thought more or less hub area linear, unlocking interconnected areas in some sort of order)
Even if it did randomly generate, I can't see it adding much to the game. Instead of going east for a required place, I'd maybe go north? In the demo, some people complained about being lost, so less randomness in this sense might be better for them.
I'd rather the devs make a good story with hand made parts than try to use procedural generation to maybe create content for them. It worked for Subnautica, and that's way more open an open world than this game.
(Also, thanks for the Jester award, who ever you are. Glad you found it amusing!)
I've suggested before that a Portal World could have it, but as it is I'm finding it hard to shoe horn procedural generation into this game as a whole and not make it look bad or feel confusing. If the devs pivot in to that direction, a lot of their map structures would have to be scrapped, and then would have to do a lot more tedious play testing to balance a selectively random system. I play tested a 2D classic Rogue-Like with simple math in it, and once you add weapons, armor, spells, abilities, enemy attacks, and map tile groups with all the needed resources and spawns, it still gets complicated at an exponential rate.
I'd like to see procedural generation as well, but realistically I can't see that happening in this game. I'm worried enough as it is for the devs to make their road map goals on time, let alone add in a feature that's mainly used to make underground dungeon maps impossible to memorize so to add a challenge to rogue-likes. Sure as heck not going to have much in the way of Minecraft or NMS landscape generation in a game focused primarily in an underground facility.
In short: Procedural generation is not some sort of magical content creating system.
Procedural generation could be done, but likely not for a while, it is a good deal of time and effort. They devs have all the assets/rooms/paths/modules/resources/etc needed to throw into a generator and create randomized finite facilities complete with paths/area-transitions/loot/monsters/etc. Start with the campaign map itself, dissect and categorize it, experiment with functionally reconfiguring it. Eventually dropping the story/narrative aspects of the game for more generation flexibility, and without any "locked-door" sequences to progress that could soft-lock players if generated incorrectly. Some player-adjusted variables to let them configure the facility generation, and from there they challenge themselves however they like.
A single level play through is charming once.
This game needs generation to sustain replayability.
Why does every game must be infinitely replayable? Why can't you just play the game and be done with it? Hand crafted map is exactly what made Subnautica so great and it's also what makes this one better than other generic survival games. As shown time and time again procedural generation makes everything samey, bland and boring and actually hand crafted maps make exploration that much more rewarding due to all the detail that's lost with random generation. No, thanks.
Games as a service has tainted the average videogame consumer into being overly reliant on endless-content gaming. You don't have to put replayability on every single game. Imagine trying to procedurally generate content for Undertale. It's just not necessary in every piece of media.
Speculation aside, no, nothing as of yet and even my above speculation is doubtful.