MapForge: seeded dungeon and cave maps, straight into Godot 4
Every roguelike starts with the same unpaid work: a BSP splitter, a cellular-automata pass, a connectivity check so no room is stranded, then hand-wiring a TileSet and drawing collision on every wall tile.
MapForge hands you that part, already wired for Godot.
Pick an algorithm, keep the seed:
- Dungeon. Rooms in a BSP tree, siblings joined on the way back up. Always one connected floor, never an orphan room.
- Caves. Noise smoothed by the 4-5 rule, every cavern but the largest discarded, so no unreachable pockets.
- Joined. Caves, then corridors cut between the surviving regions.
- Tune room size, density, corridor width, wall fill and smoothing passes. The map regenerates as you drag.
- Seeds are deterministic. The same seed rebuilds the same map on any machine running the same build. Paste it into a bug report or a level list and it reproduces exactly.
Download what you actually needed:
- Godot 4 scene (.zip). A .tscn with two TileMapLayers, the .tres TileSet, the tileset PNG, and a three-step import note. The Walls layer already carries collision on physics layer 1. The Floors layer carries none. Drag it into your level and walk around.
- Tiled (.zip). .tmx + .tsx + PNG, with a full-tile collision polygon on every wall tile and a wangset for terrain painting.
- PNG render. For design docs and devlogs.
Free generators like watabou's One Page Dungeon are excellent and you should use them. They hand you a picture. This hands you a scene your player can collide with.
This build was validated by opening its own exports in the real programs, not just unit-tested. Godot 4.7.1: cell counts checked against the generator, every used cell resolved to a real atlas tile, walls confirmed collidable, floors confirmed not. Tiled 1.12.2: all four gate maps parse, both layers survive at full cell count, the external tileset resolves, and 47 of 47 wall tiles carry their collision polygon. Both gates include a deliberate wrong-expectation case, so a pass has to mean something. 195 unit tests behind that.
Honest limits (v1):
- Godot 4.3 or newer. Scenes use TileMapLayer, which does not exist in 4.2 or earlier. There is no Godot 3 export.
- Maps cap at 256 cells per side and 30,000 cells total. Above that, generation stops being interactive.
- Ships its own procedurally generated stone tileset: 16px tiles on a 128x96 sheet, 47 wall tiles plus one floor tile. There is no art import in the tool. Using your own art means swapping the exported PNG by hand for a sheet in the same 8x6 layout at the same tile size, renamed to match that export.
- One terrain set of two terrains. No multi-terrain transitions, no alternative tiles.
- Collision is one full-tile box per wall. Fine for grid movement, not for sloped or partial-tile shapes.
Everything runs in your browser tab. Nothing is uploaded. The paid version is a single HTML file you download and run offline: no network calls, no account.
Demo vs full: The free browser demo above is the whole tool, capped at 40x30 maps. The paid download is uncapped, with v1.x updates included.
Pay what you want, $5 minimum. If it saves you an evening of writing and debugging a splitter, $7 is the fair price.
Made by deforestpeg, with AI writing most of the code (hence the Code tag). The generators are plain deterministic software: no AI at runtime, no generated art beyond the bundled tileset we drew ourselves, and nothing leaves your browser.
| Published | 1 day ago |
| Status | Released |
| Category | Tool |
| Platforms | HTML5 |
| Author | deforestpeg |
| Tags | dungeon-generator, Godot, level-design, Procedural Generation, Roguelike, tiled, Tilemap |
| AI Disclosure | AI Assisted, Code |
Purchase
In order to download this tool you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:



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