Glowing mushroom cavern generated by Dungeon Architect
PROCEDURAL LEVEL GENERATION · UNREAL ENGINE & UNITY

Design the rules. Generate infinite worlds.

Every scene on this page was generated by Dungeon Architect inside the engine — caves, cities, sci-fi interiors. Draw the layout logic once; ship a different level every run.

Get it on Fab → Unity Asset Store →
v3.6.0 updated 33 days ago v3.7.0 in development trusted by 21,000+ developers changelog → public roadmap →
OUTPUT GALLERY

One plugin. Any art style.

The generator doesn't care if your game is a photoreal cave crawler or a toon fort builder. Swap the theme; keep the rules.

Frost cavern FROST CAVERNS · GPU VOXELS
Sci-fi foundry FOUNDRY THEME · NEW IN 3.0
Stone cave STONE CAVES · GPU VOXELS + NANITE
Foundry amber interior FOUNDRY · THEME ENGINE
Procedural city CITY · SGF BUILDER
Offshore rig OFFSHORE RIG · CELL FLOW
Toon fort landscape TOON FORT · LANDSCAPE TRANSFORMER
GPU VOXEL ENGINE · NEW

Organic worlds, carved on the GPU.

The same flow graphs that lay out your dungeons now drive compute shaders. Take a blocky mesh layout and re-carve it as a living cave — stalactites, overhangs, floating islands — with full Nanite and Lumen support.

■ Same layout logic, new geometry ■ Nanite + Lumen, one click ■ Runtime navigation supported ■ Decorated by native PCG integration — custom DA nodes included
watch: voxels, carve volumes & noise explained →
SHIPPING IN UNREAL TODAY · UNITY PORT IN PROGRESS
Mesh-based layout, before voxel carving
BEFORE · GRID MESH LAYOUT
The same layout carved as a voxel cave
AFTER · SAME GRID LAYOUT, VOXEL CAVE
Blocky voronoi layout graph
BEFORE · VORONOI LAYOUT
The same voronoi layout carved as a natural mushroom cave
AFTER · A NATURAL CAVE
Mushroom voxel cave MUSHROOM GROTTO
Ice voxel cave ICE CAVERN
Mountain voxel cave MOUNTAIN CAVE
Generated voxel island in the editorVOXEL ISLAND · IN THE EDITOR
Underwater approach to a generated island VOXEL ISLANDS · SAME ENGINE, ABOVE AND BELOW WATER
Carve it your way

Influence the generated voxels with volumes: drop one into the level and carve your own rooms, ramps and passages straight into the terrain — here, a cave cut through an island's rock face.

A carve volume placed against the island rock in the editor 01 · PLACE A CARVE VOLUME
The carved cave entrance in the island mountain 02 · THE ROCK OPENS UP
Inside the carved cave — an underground pool 03 · A CAVE INSIDE THE ISLAND
HOW IT WORKS

Rules → layout → world.

Flow graph editor
STEP 01
Design rules in a node graph

Cyclic paths, key-locks, one-way doors, teleporters, boss rooms — declare the rules once, generate infinite variations that honor them.

Solved layout graph over blocky room volumes
STEP 02
The generator solves a layout

Every layout is walked start to finish before the build completes: keys reachable, locks meaningful, no stranded players. Hide a boss key down an optional side branch, gate the treasure vault behind a one-way drop — the solver guarantees the run is always finishable.

Themed world
STEP 03
The theme engine builds the 3D world

Meshes, lights, blueprints, foliage — dropped in by rule. Swap the theme file and the same dungeon becomes a different game.

Four team paths converging on a shared center in a Cell Flow voronoi layout graph
FOUR TEAM PATHS · ONE CONTESTED CENTER · ON VORONOI
The same flow graph realized on a grid layout
THE SAME GRAPH · ON A GRID
Flow graph — swap Create Cells Grid for Create Cells Voronoi, the rest is unchanged
ONLY THE FIRST NODE CHANGES
THE FLOW FRAMEWORK

One graph. Every builder.

Grid Flow, Cell Flow and Snap Grid Flow all run on the same abstract flow graph. Swap the first node — a grid or a voronoi field — and everything downstream works unchanged: paths, cycles, key-locks, validation. The final step hands the solved layout to the builder to realize its own way — tilemaps, stitched rooms, voronoi caves.

■ Learn the nodes once, reuse them everywhere ■ The Foundry shots: Cell Flow on a grid ■ The caves: the same graph on voronoi
THE TOOLSET

Eleven years of tooling under the hood.

NEW · DUNGEON THEME MODE
Theme it in the viewport

Drop a wall mesh into the level and every wall in the dungeon gets it, instantly. Rotate it, nudge it, stack a decoration on top — the whole dungeon updates as you move. Layer in a few more meshes and a bare layout becomes a finished level in minutes, not days.

watch: a themed level, played live →
Dungeon Theme Mode — editing a wall mesh directly in the viewport, every wall updates live
Theme engine node graph
Theme Engine

The node graph behind it all: meshes, blueprints, lights and NPCs dropped in by rule, with live preview as you edit. Swap the theme file — same dungeon, different game.

Snap Grid Flow editor — execution graph and 3D layout graph
Room Stitching

Hand-crafted rooms, procedurally assembled — the human touch, multiplied by the generator. Craft modules in the Room Designer or bring your own — Snap Map stitches them via graph-grammar rules, Snap Grid Flow via 3D flow graphs: cycles, branches, key-locks, multi-floor, streaming, multiplayer.

Graph grammar rewriting a mission graph into a room layout
Graph Grammar

Write layout rules as graph rewrites — match a pattern, replace it, grow the mission graph: shops, key-locks, mini-bosses, teleporters. The solved graph then stitches your pre-built rooms into the level — the mission-graph structure modern roguelikes are built on, with an integrated editor to design, visualize and debug the rules.

Pattern matcher rules
Pattern Matcher

Decorate by rule, not by hand: match patterns of walls, doors and grounds — a corner, an alcove, a dead end — and rewrite what spawns there. Complex theming that survives every regeneration.

Canvas Minimap — parchment-styled dungeon map with SDF layer effects
Canvas Minimap

A minimap framework with its own theme editor: stack SDF-driven layers — outlines, borders, fills, fog of war. Parchment scroll or sci-fi HUD, same dungeon underneath. Ships as an interactive UMG widget with zoom and pan.

Performance Analyzer retry distribution
Performance Analyzer

Generate thousands of test dungeons from your graph, chart the retry distribution, and fix designs that don't converge — before your players ever see them. Override any graph parameter from the analyzer window to test tweaks without touching the base design.

GENERATION METHODS

A builder for every game. One workflow.

Every builder feeds the same theme engine — learn the workflow once, use whichever generator fits your game.

Grid Flow editor
Grid Flow

Node-driven paths on a tilemap — cycles, key-locks, item placement.

Snap Map stitching rooms via graph grammar
Snap Map

Stitches your hand-built rooms with graph-grammar rules.

Stone castle corridor stitched by Snap Grid Flow
Snap Grid Flow

Hand-built rooms on a 3D flow graph — multi-floor, streaming, multiplayer.

Procedural city
SGF City

Snap Grid Flow, used creatively: stitch procedural city blocks with the flow graph — or race tracks, space stations, mines, sewers.

Cell Flow grid layout with meshes overlaid — offshore rig interior
Cell Flow (Grid)NEW

The same cell layouts on a grid — rooms, corridors and multi-floor structures like the Foundry and the rig.

Cell Flow voronoi layout
Cell Flow (Voronoi)NEW

Voronoi layouts for organic, non-grid dungeons with dynamic height.

GPU voxel ice cave
GPU VoxelsNEW

Organic caves and floating islands, carved by compute shaders.

Room Designer — carved greybox interior
Room DesignerIN DEV

Place add and subtract boolean volumes to build rooms of complex design, fast.

REWRITE ENGINE · IN DEVELOPMENT

Grow levels from rewrite rules.

A new generative system that grows layouts by rewriting patterns, step by step — a heavily extended take on the MarkovJunior approach. Watch rooms claim space, corridors negotiate paths, and borders seal themselves — then hand the result to the theme engine like any other builder.

The rewrite engine growing a dungeon layout, step by step
Rewrite engine rooms and corridors
Rewrite engine organic growth
Rewrite engine sealed borders
GAME SAMPLES

Playable from day one.

Complete game demos ship with the plugin — deathmatch, side-scroller, twin-stick shooter, multiplayer — all one click away in the Launch Pad.

BUILD THE LEVEL, THEN PLAY IT · TWO TEAMS OF BOTS, LIVE GAMEPLAY
LAUNCH PAD

One window. Everything.

Browse every sample, theme and tech demo from inside the editor. Clone one without touching the original and use it as a pre-built starting point for your own level.

■ Production-ready themes with bundled art kits ■ Clone as a template, keep the original pristine ■ Docs, videos and changelog, in the same place
Dungeon Architect Launch Pad — featured samples and themes

Eleven years. 122 releases.
Still shipping.

21,000+ DEVELOPERS FIRST RELEASE · AUG 2015 LATEST · JUN 2026 ~1 RELEASE EVERY 4 WEEKS UNITY AWARDS 2016 WINNER 3,000+ DEVS ON DISCORD
“Within 5 minutes I had my modular pieces plugged in and a functional dungeon generated from my custom theme. Saving me HUNDREDS of hours putting together modular pieces by hand.”
KRIKOM · UNREAL MARKETPLACE REVIEW →
“This plugin is very solid. The documentation is some of the best I have seen — both video and text. Everything is very well thought out. I can see how new features and functionality are regularly added.”
WOOLF · UNREAL MARKETPLACE REVIEW →
“This plugin has years of development into it, and to this day is constantly getting new features. DA allows me to do things I would never be able to do myself, and will be allowing me to ship my first serious project.”
RICFLOUSE · UNREAL MARKETPLACE REVIEW →
read the archived marketplace reviews →
Open the door.
One license. Free lifetime updates. Full source code.
21,000+ DEVS · 11 YEARS · UNREAL & UNITY
Get it on Fab Unity Asset Store