Sunrise City

What it is

A dense urban-skyline biome built on a city-block grid: square buildings packed inside blocks, four-lane road corridors carved between them, and a single central spawn clearing. Unlike every other biome, Sunrise City does not run the standard hub-and-spoke generator — it switches into a dedicated city-grid generator that places buildings on a sub-grid inside each block and registers the roads themselves as the only “spokes”. One player-facing planet attaches to this biome and it carries the heaviest atmospheric fog overlay in the game.

Identity

FieldValue
Player-facing labelGolden-hour skyline
Terrain contentSquare buildings on a city-block grid (no asteroids, no pillars)
Buildings allowedYes
Default level presetSunrise Grid
Generator modeDedicated city-grid pass — scatter-only, no ring-based hubs
RoleThemed boss-rush planet with the densest atmospheric haze in the roster
Attached planetsOne

Visual and ambient

The biome runs the sunlit mastering preset with the highest fog overlay in the game (0.78), so the entire scene reads through a warm haze. The parallax recipe stacks three layers of dark-sky and rolling-cloud noise behind the gameplay plane, then two warm “sunrise glow” passes on top, then three depth-cued silhouette stamps of building shapes (far, mid, near) tinted with shadow. A thin foreground heat-shimmer pass sits above the gameplay layer. Drop shadows render at double offset to sell the height of the in-world buildings. The level palette uses a near-black violet base with violet and bright-violet line / accent colors and a warm pale-yellow illumination tint on hub markers; the hub itself emits data-style particles and the spokes carry a slow energy flow. The lantern preset is solar-flare. The background nebula is drawn from the shared smooth-nebula pool but the planet pins a specific “Dusk Haze” archetype boosted to ~2x brightness, then darkened by a 0.55-opacity dark-sky overlay so the read is “looking up through a planet’s atmosphere”.

Backdrop and lighting knobValue
Atmospheric fog alpha0.78
Post-processing masteringSunlit
Shadow offset multiplier2.0
Background nebula poolSmooth-nebula shared pool
Pinned planet archetypeDusk Haze, luminosity x1.95
Parallax layerSlotRole
Deep starsBackStars behind atmosphere
Dark-sky overlayBackSource-over darken of nebula
Rolling clouds (fast band)BackWind-driven cloud deck
Rolling clouds (slow band)BackParallax altitude depth cue
Sunrise sky glowBackWarm haze tint
Sunrise warm hazeBackSecondary warm wash
Building silhouettes (far)BackSkyline depth, opacity 0.16
Mid haze depth cue AMidAtmospheric layering
Building silhouettes (mid)MidSkyline depth, opacity 0.18
Mid smogMidAtmospheric layering
Near depth cue BNearAtmospheric layering
Building silhouettes (near)NearSkyline depth, opacity 0.18
Heat shimmerForegroundAbove-gameplay warp
Level visual knobValue
Base colorNear-black violet (#1a1520)
Line colorDeep violet (#6b21a8)
Accent colorBright violet (#c084fc)
Illuminated colorWarm pale yellow (#fde68a)
Spoke styleHighway
Hub styleStation
Hub particle effectData
Spoke flow speed0.3
Illumination speed0.4
Danger tint0.4
Pathable wildsYes
Lantern presetSolar flare
Preferred palette presetTone
Peach CreamWarm peach with pastel softness
Rose QuartzSoft rosy pink
Lavender HazeSoft lavender with a violet tilt

Terrain mix

The biome generator runs a dedicated city-grid pass rather than the shared ring-based hub-and-spoke pass used by every other biome. It carves the world into 1200-unit cells (1000-unit block interiors plus 200-unit road corridors), drops buildings on a 500-unit sub-grid inside each block, and registers every road corridor as a “spoke” so the event placer puts pickups in road space. The biome shape pool is buildings-only — there are no asteroids, rock shards, or pillars — and the centers and smalls pull from the same four building footprints at different weights. The terrain density inside blocks is 0.7 from the biome config but the attached level preset overrides it to 0.85; the biome generator additionally applies a 10% per-slot skip for variety and rejects any building whose center falls into a road corridor.

LayerShape pool weights
Centers (large pieces)building_2x3 50, building_2x1 30, building_1x2 20
Mediums (intermediate ring)building_1x1 35, building_2x1 30, building_1x2 25, building_2x3 10
Smalls (outer ring)building_1x1 50, building_2x1 25, building_1x2 25
City-grid layout knobValue
Level radius2500
Block size1000
Road width200
Cell size (block + road)1200
Building sub-grid step500
Spawn clearing radius600
Per-slot skip rate0.10
Topology config (city biome)Value
Terrain density (biome)0.7
Terrain intensity0.6
Terrain density (level preset override)0.85
Hub min distance0
Hub max distance0
Hubs per ring0
Hub clear radius0
Spoke width (ring generator)0
Scatter-only flagYes
Layout patternChaotic
Hub size factor0.45
Spoke width factor0.8
Density factor0.99

Enemy bias

Uses the city enemy roster — the gunner family is the swarm archetype and sniper / field / racer fill the leader slots. Spawn pools shift across run progress from near-pure gunner commons early on, through gunner uncommons plus sniper, racer, and field commons in the mid bands, to gunner rares and epics with suppressor and sprinter elites in the late bands. This is one of two biomes that uses the city set; every other player-facing biome uses some flavor of the bug roster.

Spawn pressureValue
Enemy count multiplier1.0
Spawn grace before full pressure (s)1
Enemy setCity roster (gunner / sniper / racer / field)
Swarm archetypeGunner
Leader archetypesSniper, field
Crate density (of 100)40
Debris density (of 100)16
Spawn pool band (progress %)Composition focus
0–8Gunner commons dominate, occasional racer common
8–20Gunner commons + first gunner uncommons, sniper / racer / field commons
20–40Gunner commons and uncommons, first suppressor common, sniper / racer / field commons
40–60Gunner uncommons and rares, suppressor uncommon, sniper / racer uncommons
60–999Gunner rares and epics, suppressor rare, sniper rares, sprinter uncommon, field uncommon
Event pool weightingWeight
Magnet2
Weapon1
Artifact1

Boss-arena default

The boss is keyed per-planet, not per-biome. When the encounter starts, the biome’s building scatter clears inside the arena and a boss-keyed terrain pattern drops in for the duration of the fight. Sunrise City’s boss runs the “open” arena pattern, which removes all biome scatter without dropping any replacement terrain — the arena is an empty floor with the boss in the middle.

PlanetBoss at T-zeroArena pattern
Sunrise CityFirst LadyOpen (no replacement terrain)

Which planets use it

A single player-facing planet attaches to the Sunrise City biome.

PlanetNumeric ID
Sunrise City21

The planet’s reward-track XP curve is 1.5x the Landing Site baseline, so each meta-progression level on Sunrise City requires 50% more XP than the same level on the starter biome.


EXTRACT-CANDIDATE: city-grid generator parameters (block 1000 / road 200 / cell 1200 / building step 500 / spawn clear 600 / 10% skip) only apply to this biome — they live nowhere else in the wiki and are not a candidate for extraction. Flagging because the rest of the biome topology pages document hub/spoke ring generators; this one is a different generator altogether and could warrant a callout on world.md to explain the biome-level branch.

EXTRACT-CANDIDATE: per-planet boss assignment (Sunrise City First Lady) is duplicated between this page, biomes.md, and bosses.md. Acceptable repetition per the wiki stat-table rule — flagging only.

EXTRACT-CANDIDATE: biome-level terrain density (0.7) versus level-preset terrain density (0.85) diverge — the level preset overrides the biome value during world generation. Same pattern as Voidstar and other biomes. Worth lifting “biome vs. level-preset override” explanation onto world.md rather than restating per page.

EXTRACT-CANDIDATE: the city enemy roster (gunner / sniper / racer / field) is shared with the Old Earth biome at the spawn-pool level and is the only non-bug roster in the game. Worth a shared “city roster” callout on enemies.md rather than restating per biome page.

EXTRACT-CANDIDATE: the smooth-nebula background pool is shared across landing_site, sunrise_city, the_voidstar, obsidian_spire, and two unbuilt biome IDs (jungle_canopy, crystal_cavern). Same call as the Voidstar page — worth lifting to biomes.md as a shared backdrop-pool table.

EXTRACT-CANDIDATE: the planet-specific archetype pin (Dusk Haze archetype, luminosity x1.95) is a single derived fact in code that isn’t captured anywhere else in the wiki. Candidate for promoting to the planets rollup or a dedicated Sunrise City planet page.

EXTRACT-CANDIDATE: planet XP-curve multiplier (Sunrise City at 1.5x Landing Site) is repeated in biomes.md, progression.md, and here. Acceptable repetition for an access-pattern table — flagging only.