A downloadable tool

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Dungeons, terrain, and villages in one click.

Drop the node in your scene, pick a preset, hit generate. A complete, fully connected dungeon — a full biome terrain — or a living village with buildings you can walk into — appears in the editor, before you ever press Play.

Pure GDScript. No build step. No C++, no GDExtension, no compiler toolchain. It works everywhere Godot exports: Windows, Mac, Linux, Android, iOS, and Web.

New in v0.3: settlements

The suite grows its third wedge — villages and towns with building interiors you can walk into:

  • Enterable buildings. Walk up to a door, press E, and step inside a furnished house. Walk back out. Every building works this way.
  • Three presets: Hamlet (cozy, a few buildings), Village (the default), Town (large, up to 20 buildings).
  • Believable interiors. Floor plans subdivided from each building footprint, with a hallway pass that routes every room onto hallways — rooms open onto hallways, never into each other, like real houses.
  • Furnished rooms. Beds, tables, crates, and counters placed room-aware, never blocking a door.
  • One seed, whole world. PGWorldGenerator2D: one master seed generates terrain, settlements, and dungeon entrances together.
  • Deterministic. Same seed, same village, every time.

Furnished building interiors generated at runtime — among a tiny handful of tools in any engine that do this, and a first for Godot. 

Terrain generation (v0.2)

  • Seven biomes: deep water, shallow water, sand, grass, forest, rock, snow — classified with a Whittaker-style elevation × moisture model.
  • Fractal noise foundation (FastNoiseLite): layered FBM elevation and moisture maps with island falloff for natural archipelagos.
  • Three presets: Archipelago (scattered islands), Continent (big landmasses), Highlands (mountainous terrain).
  • In-editor @tool node (PGTerrainGenerator2D) with the same one-click UX.
  • Deterministic seeds with separate layout/decoration RNG streams; biome-aware decoration scatter.
  • Fast: a 400×600-cell world generates in about 2–3 seconds on modest hardware.

One seed, whole world

Terrain, settlements, and dungeons generate from a single master seed. The included playable demo proves it: walk a procedurally generated overworld, wander into a village, press E to step inside a house — or find a dungeon entrance in the wilds, delve it, and walk back out. The same seed rebuilds the identical world every time.

Dungeons (Wedge 1)

  • Three presets: Classic Roguelike (BSP rooms + corridors), Winding Caves (cellular-automata caverns), Compact Arena (big combat rooms).
  • Every dungeon is guaranteed fully connected — no unreachable rooms, ever.
  • Spawn-point queries out of the box: player spawn, exit, scattered prop/enemy points.

Built for rookies, open for veterans

  • Rookies: one-click presets and an in-editor Generate button. Zero tuning required — it ships with a code-generated debug tileset, so it looks right with no art at all.
  • Veterans: full seed control, runtime generation API, separate layout/detail RNG streams, inspector tile-mapping resources for your own art, and hooks for your own tileset.

What's inside

  • PGDungeonGenerator2D + PGTerrainGenerator2D + PGWorldGenerator2D — the @tool nodes: drop in, configure, generate.
  • BSP + cellular-automata dungeons, FBM terrain, and settlement/village generation sharing one documented output contract.
  • TileMapLayer-native builders (Godot 4's current tile API, not the deprecated TileMap).
  • Demo scenes: seed browsers for dungeons and terrain, and the playable world demo (walk in and out of houses and dungeons).
  • Full GDScript source, MIT licensed. Read it, learn from it, modify it.

Roadmap — buy once, wedges free

This is a growing procedural generation suite. Every wedge ships as a free update to everyone who owns it.

  • Wedge 3 (shipped): Settlements — villages and towns with enterable building interiors.
  • Next: deeper 2D systems first, then 3D.

Download

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Click download now to get access to the following files:

proggen.zip 159 kB

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