Brace the Swarm creates a new level ‘on-demand’ whenever certain stages are played. The levels are created using an algorithm called Wave Function Collapse, an implementation of the Model Synthesis Algorithm (detailed in this paper). This algorithm uses a map of relational constraints to continually remove available foliage from the nodes of a grid until a level that fulfils all the constraints has been found.
This game uses an alteration called ‘modifying in blocks’, which divides a larger map into smaller subsections to reduce complexity and increase the likelihood of a successful generation.