The generator doesn't care if your game is a photoreal cave crawler or a toon fort builder. Swap the theme; keep the rules.
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.
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.
Cyclic paths, key-locks, one-way doors, teleporters, boss rooms — declare the rules once, generate infinite variations that honor them.
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.
Meshes, lights, blueprints, foliage — dropped in by rule. Swap the theme file and the same dungeon becomes a different game.
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.
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.
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.
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.
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.
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.
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.
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.
Every builder feeds the same theme engine — learn the workflow once, use whichever generator fits your game.
Node-driven paths on a tilemap — cycles, key-locks, item placement.
Stitches your hand-built rooms with graph-grammar rules.
Hand-built rooms on a 3D flow graph — multi-floor, streaming, multiplayer.
Snap Grid Flow, used creatively: stitch procedural city blocks with the flow graph — or race tracks, space stations, mines, sewers.
The same cell layouts on a grid — rooms, corridors and multi-floor structures like the Foundry and the rig.
Voronoi layouts for organic, non-grid dungeons with dynamic height.
Organic caves and floating islands, carved by compute shaders.
Place add and subtract boolean volumes to build rooms of complex design, fast.
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.
Complete game demos ship with the plugin — deathmatch, side-scroller, twin-stick shooter, multiplayer — all one click away in the Launch Pad.
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.
“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.”
“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.”
“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.”