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Sceelix - Procedural engine
Nov 24, 2015 @ 3:49am
Jun 3, 2021 @ 3:10pm

View Sceelix - Procedural engine in the store

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Mac version has been released!
Release date: Beginning of September 2016
Create 3D Scenes and other elements with our procedural engine's unique node-based language and integrate your creations directly into your game engine. From 3D models and textures to game physics and behaviors, all can be automatically generated using visual creation rules.

Behold, Procedural Generation for the Masses!

Sceelix brings the power of procedural technologies to everyone. With these, it is possible to create everything (models, textures, sounds, game objects, etc.) automatically, rather than manually. All you have to do is define creation rules and parameters in our visual node-based language to create anything you set your mind to.

Main features include:

  • All-Purpose Generation: Many procedural tools focus uniquely on the creation of a specific type of scene element, like terrain or vegetation. Sceelix, on the other hand, can be used to produce all and any kind of designs, from terrains, to roads and buildings, trees, vehicles, furniture and so on.

  • Complete Game Scene Generation: Sceelix is also not limited to the generation of 3D Models, but is also capable of generating textures, voxels, lighting, or even game objects, along with their specific physics properties, animations and behaviors!

  • All-in-one Visual Language: Instead of using complicated, text-based script to define the rules, Sceelix provides a visual, node-based language that makes the understanding, control and management of rules much simpler and intuitive. All types of content can be manipulated using this same language and in a single pipeline, for a more seamless integration.

  • Concise and easy-to-use Operations: In Sceelix’s visual language, nodes are operations that create or handle content data in some way. A large set of operations are already available to handle 3D models, textures, voxels, lights, game objects and more are being developed every day!

  • Create and Share new nodes: The connected visual nodes form structures called graphs, which, in turn, can be referred to within other graphs. Doing so is called encapsulation and basically means turning a more complex set of operations into a single node, which can then be reused or shared with other people.

  • Powerful Designer: To create and edit graphs, Sceelix provides a designer tool equipped with many viewing, debugging and profiling features that will make the creation of rules even easier!

  • Import/Integrate: It is Sceelix‘s goal to integrate into your way of doing things and your favorite tools. Therefore, Sceelix accepts popular file formats.

  • Game Engine Integration: Sceelix lets you integrate directly into your game engine on the fly. For instance, our Unity plugin allows 3D models to be generated and send directly to the Unity Editor, along with materials and behaviors!

  • Load-time procedural generation: Integrate Sceelix's engine into your game to experience a different scene every time you play it.

  • SDK/API: Through a simple and carefully-designed C# API, anyone can develop and share new features in Sceelix: add more rules and algorithms and data types; define new import and export formats, build UI extensions and much more! We would like to make Sceelix a testing and sharing ground for all procedural generation techniques and designs.

Why procedural?

Some advantages of procedural generation, among others, include:

  • Speed: You can create large and complex scenes much faster and in a much less tiresome way;

  • Consistency: By following the same rules, coherency in style and proportion of the results is maintained;

  • Flexibility: As each rule is guided by parameters, the result can be easily tuned and modified by changing simple values;

  • Scalability: The rules that are defined to create a small area can be used to create very large ones, without further effort;

  • Variety: Using randomness, you can let the computer introduce interesting variations and combinations easily. This can be used to obtain completely new levels every time a game is played. And still, a certain result can be systematically reproduced if the same base parameter values are used.

  • Compression: Rule sets are like plant seeds: small in size, but can create infinitely large results. This can prove essential to organize and deliver certain scenes.

More information

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Popular Discussions View All (2)
Jun 16, 2016 @ 7:41am
Suggestions? :)
Jun 16, 2016 @ 7:41am
[Opinion] Sceelix's most interesting feature is...
< >
Sceelix  [author] Jun 16, 2016 @ 7:40am 
The Mac version is out! \o/
Get the trial from
Sceelix  [author] Jun 3, 2016 @ 8:09am 
Merci, Joeypic! :)
Joeypic Jun 1, 2016 @ 6:37am 
Une bonne idée
Sceelix  [author] May 7, 2016 @ 9:20am 
After many requests, we made a trial available for anyone interested :)
Download it at
Have a great weekend!

Reminder: We still have our 20% off launch deal with the promo code 'stsceelix20'. It will finish next weekend.
Sceelix  [author] Apr 27, 2016 @ 4:17pm 
Yes. All you need to do is send me an email when we come out on steam requesting it :)

Thanks for the question [Daos]BLACK KNIGHT!
[Daos]BLACK KNIGHT Apr 27, 2016 @ 4:11am 
if we will order from your site, we will get steam keys when this will be launched on steam?
Sceelix  [author] Apr 27, 2016 @ 3:14am 
You can get Sceelix here:
Get 20% off with the promo code 'stsceelix20'.

We've been on Early Access for quite a bit and we have great stats but for some reason we haven't gone though and don't know when we will. That being said, we decided to launch Early Access outside Steam.
Sceelix  [author] Apr 7, 2016 @ 4:22am 
Thanks Barman! Not atm but we do plan to support it :)
0,00% Apr 6, 2016 @ 1:50am 
Seems very good! Is there support for unreal engine?
Sceelix  [author] Mar 24, 2016 @ 8:06am 
Thank you @Gaspode! We have quite a few nodes: simple and compound (compose of nodes). No available documentation yet. We are developing a node to help create LODs automatically but, for now, it needs to be dealt with manually. Much appreciated! :)