Procedural generation and pathfinding
Ever since reading this article about procedural generation a while back I'd been keen to try doing something with it in unity.
The system is extremely simple: Create a bunch of room pieces with connection points, randomly iterate through room pieces with different orientations to try to snap them to each connection point.
"Start with nothing" seemed like a good enough theme to apply it to.

It got a lot more complex once I added a pathfinding system that needs to update while the player moves around. I ended up finding a sweetspot between the total pathfinding grid size and the frequency of updates, though its still a bit buggy unfortunately.

You can play the final game here. I'd appreciate any feedback!