
I think it was a restroom that first made me notice asset duplication in video games. I remember playing the Final Fight arcade game and walking past multiple bust-up toilet stalls with identical damage and graffiti. Today, repetition is still used to save time and memory, particularly in large open-world games. But repeated toilets won't be an issue for one indie dev working in Unreal Engine.
I don't know much about the gameplay or story of Damp Squid's unnamed work-in-progress. But thanks to some procedural magic in Unreal Engine, I know it boasts a quite staggering number of possible toilets. Over 17 quadrillion, of them.