Quick answer: Procedural content has unique bug surface - infinite combinations, seed-dependent bugs. A bash that varies seed and explores combinations finds bugs targeted at the system.

Procedural systems generate the bugs; testing them needs procedural test plans.

Seed sweep

Test seeds 1, 100, 1000, 10000. Each generates different content; bugs surface.

Combination focus

Pair seeds with biome, character class, time of day. Combinations explode bug surface.

Verify edge cases

Seed 0; seed MAX_INT; negative seeds. Edge cases hide bugs.

Tag procedural bugs separately

'Procedural-only' tag. Triage knows; engineers understand context.

“Procedural bugs are seed-dependent. Test the seed dimension.”

If your game has procedural generation, the seed-based bash is a quarterly cadence. Document; reuse.

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