Load external scenes outside of the build

I am creating a game where scenes are loaded around me as I walk though the world.
Meaning, I have a house, in which i walk through, but every room is a different scene, which I have created on it’s own (for various reasons).
I am loading each room as I get closer to it using distance calculations and Application.LoadLevel(certainRoom).
My question being: is it possible in any way to supply updates for my rooms for the builds to implement inside the game folder after I already published the game?
For example: I have changed the kitchen design and want my clients to see the changes on their already downloaded apps.
Any thoughts?

AssetBundles is what you are looking for.

doc: http://unity3d.com/support/documentation/Manual/AssetBundles.html

script reference: http://unity3d.com/support/documentation/ScriptReference/AssetBundle.html

example project: http://unity3d.com/support/resources/example-projects/assetbundles.html

Many years later but for anyone else who comes across this post, there is a major caveat:

If you want to include code in your AssetBundles that can be executed in your application it needs to be pre-compiled into an assembly and loaded using the Mono Reflection class (Note: Reflection is not available on platforms that use AOT compilation, such as iOS).

WebGL is also AOT.