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
| Field | Value |
|---|---|
| Player-facing label | Golden-hour skyline |
| Terrain content | Square buildings on a city-block grid (no asteroids, no pillars) |
| Buildings allowed | Yes |
| Default level preset | Sunrise Grid |
| Generator mode | Dedicated city-grid pass — scatter-only, no ring-based hubs |
| Role | Themed boss-rush planet with the densest atmospheric haze in the roster |
| Attached planets | One |
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 knob | Value |
|---|---|
| Atmospheric fog alpha | 0.78 |
| Post-processing mastering | Sunlit |
| Shadow offset multiplier | 2.0 |
| Background nebula pool | Smooth-nebula shared pool |
| Pinned planet archetype | Dusk Haze, luminosity x1.95 |
| Parallax layer | Slot | Role |
|---|---|---|
| Deep stars | Back | Stars behind atmosphere |
| Dark-sky overlay | Back | Source-over darken of nebula |
| Rolling clouds (fast band) | Back | Wind-driven cloud deck |
| Rolling clouds (slow band) | Back | Parallax altitude depth cue |
| Sunrise sky glow | Back | Warm haze tint |
| Sunrise warm haze | Back | Secondary warm wash |
| Building silhouettes (far) | Back | Skyline depth, opacity 0.16 |
| Mid haze depth cue A | Mid | Atmospheric layering |
| Building silhouettes (mid) | Mid | Skyline depth, opacity 0.18 |
| Mid smog | Mid | Atmospheric layering |
| Near depth cue B | Near | Atmospheric layering |
| Building silhouettes (near) | Near | Skyline depth, opacity 0.18 |
| Heat shimmer | Foreground | Above-gameplay warp |
| Level visual knob | Value |
|---|---|
| Base color | Near-black violet (#1a1520) |
| Line color | Deep violet (#6b21a8) |
| Accent color | Bright violet (#c084fc) |
| Illuminated color | Warm pale yellow (#fde68a) |
| Spoke style | Highway |
| Hub style | Station |
| Hub particle effect | Data |
| Spoke flow speed | 0.3 |
| Illumination speed | 0.4 |
| Danger tint | 0.4 |
| Pathable wilds | Yes |
| Lantern preset | Solar flare |
| Preferred palette preset | Tone |
|---|---|
| Peach Cream | Warm peach with pastel softness |
| Rose Quartz | Soft rosy pink |
| Lavender Haze | Soft 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.
| Layer | Shape 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 knob | Value |
|---|---|
| Level radius | 2500 |
| Block size | 1000 |
| Road width | 200 |
| Cell size (block + road) | 1200 |
| Building sub-grid step | 500 |
| Spawn clearing radius | 600 |
| Per-slot skip rate | 0.10 |
| Topology config (city biome) | Value |
|---|---|
| Terrain density (biome) | 0.7 |
| Terrain intensity | 0.6 |
| Terrain density (level preset override) | 0.85 |
| Hub min distance | 0 |
| Hub max distance | 0 |
| Hubs per ring | 0 |
| Hub clear radius | 0 |
| Spoke width (ring generator) | 0 |
| Scatter-only flag | Yes |
| Layout pattern | Chaotic |
| Hub size factor | 0.45 |
| Spoke width factor | 0.8 |
| Density factor | 0.99 |
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 pressure | Value |
|---|---|
| Enemy count multiplier | 1.0 |
| Spawn grace before full pressure (s) | 1 |
| Enemy set | City roster (gunner / sniper / racer / field) |
| Swarm archetype | Gunner |
| Leader archetypes | Sniper, field |
| Crate density (of 100) | 40 |
| Debris density (of 100) | 16 |
| Spawn pool band (progress %) | Composition focus |
|---|---|
| 0–8 | Gunner commons dominate, occasional racer common |
| 8–20 | Gunner commons + first gunner uncommons, sniper / racer / field commons |
| 20–40 | Gunner commons and uncommons, first suppressor common, sniper / racer / field commons |
| 40–60 | Gunner uncommons and rares, suppressor uncommon, sniper / racer uncommons |
| 60–999 | Gunner rares and epics, suppressor rare, sniper rares, sprinter uncommon, field uncommon |
| Event pool weighting | Weight |
|---|---|
| Magnet | 2 |
| Weapon | 1 |
| Artifact | 1 |
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.
| Planet | Boss at T-zero | Arena pattern |
|---|---|---|
| Sunrise City | First Lady | Open (no replacement terrain) |
Which planets use it
A single player-facing planet attaches to the Sunrise City biome.
| Planet | Numeric ID |
|---|---|
| Sunrise City | 21 |
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.