ROADMAP · UNITY

What we’re building next.

Every feature in the works, one card each. Names and details can still change before a release ships — the changelog has the full list of fixes as they land.

v3.0.0 · IN DEVELOPMENT 18 FEATURES

Dungeon Architect 3 for Unity

The next big Unity release brings Dungeon Architect for Unity into the same 3.x generation as the Unreal version. We're working hard on bringing over the features recently developed for Unreal. CellFlow and the Foundry theme land first, along with a new sample kit and a Unity tutorial series. Cards marked PORTING have already shipped in Unreal and are on their way.

CellFlow Builder in Dungeon Architect
CELL FLOW

CellFlow Builder

The CellFlow builder from the Unreal version: Voronoi and grid based cell layouts, controlled by a flow graph.

+ WHAT’S IN IT

The port is underway in a dev branch and lands after testing. The cover and the next three shots are the Unity version, still a work in progress; the last two are the Unreal version.

  • ■Voronoi cell layouts for organic, cave-like levels
  • ■Grid cell layouts for tile-based levels
  • ■Flow graph control over the main path, branches, keys and locks
CellFlow Builder in Dungeon Architect CellFlow Builder in Dungeon Architect CellFlow Builder in Dungeon Architect CellFlow Builder in Dungeon Architect CellFlow Builder in Dungeon Architect
▶ watch the preview
DA PCG: a procedural content graph for Unity in Dungeon Architect
PCG NEW

DA PCG: a procedural content graph for Unity

A PCG-style node graph for Unity that dresses dungeons and terrain with grass, rocks, props and lights, driven by rules that understand your level.

+ WHAT’S IN IT

New for Unity, still a work in progress. The shot is the graph that dresses the voxel cave sample: Wall Rocks, Grass and Glowing Mushrooms are subgraphs, each node shows its time and point count, and the table below lists every point the selected node produced.

  • ■Works with Dungeon Architect voxel caves and dungeon layouts, or standalone on a normal terrain: forests, thick grass and more
  • ■Rules that read the level, like distance from the main path, ambient occlusion, clearance, floor, ceiling and slope
  • ■Hierarchical generation on a quadtree or octree
  • ■Subgraphs, so higher-level nodes like grass or rocks become reusable library functions
  • ■Profiling built into the editor: time and point count on every node, plus a table of each point’s position, rotation, scale, normal, density and AO
Foundry Theme + Theme Editor upgrades in Dungeon Architect
THEMING

Foundry Theme + Theme Editor upgrades

The complete sci-fi Foundry theme from the Unreal version, ported to Unity, with the Theme Editor features it needs.

+ WHAT’S IN IT

The cover and first two gallery shots are the Unreal version; the last is the Unity port in progress.

  • ■Walls, ceilings, props and lighting from the Unreal Foundry theme
  • ■Theme Editor upgrades to support it: pattern matcher improvements, inner corner handling and related tooling
  • ■A refreshed store page with new sample scenes and screenshots
Foundry Theme + Theme Editor upgrades in Dungeon Architect Foundry Theme + Theme Editor upgrades in Dungeon Architect Foundry Theme + Theme Editor upgrades in Dungeon Architect
▶ watch the preview
Sculpted dungeon sample kit in Dungeon Architect
SAMPLE

Sculpted dungeon sample kit

A new hand-made modular stone dungeon kit, shipped as sample content with a finished-looking sample scene.

+ WHAT’S IN IT
  • ■Walls, arches, doors, pillars and props
  • ■A sample scene showing a finished dungeon end to end
Pattern Matcher 3D in Dungeon Architect
PATTERN MATCHER PORTING

Pattern Matcher 3D

Define your patterns in full 3D space. Backward compatible with the 2D version.

+ WHAT’S IN IT

The pattern matcher works in 3D, so rules can look above and below, not just around. Pick 2D or 3D in the theme editor. The shots are from the Unreal version.

  • ■Place rule blocks across multiple levels
  • ■Existing 2D patterns keep working
  • ■Each mode keeps its own pattern list
Faster Pattern Authoring in Dungeon Architect
PATTERN MATCHER PORTING

Faster Pattern Authoring

Write rules as text, cover a block of tiles with one rule and organize patterns in folders.

+ WHAT’S IN IT

A set of pattern matcher improvements that make large rule sets easier to build and manage. The shots are from the Unreal version.

  • ■Double click a rule block to edit it as text, e.g. (Wall OR Fence) AND NOT Door, and the rule graph is built for you
  • ■Volume rules cover a block of tiles with one rule
  • ■Folders, on/off toggles and undo in the patterns list
Theme Editor Upgrades in Dungeon Architect
EDITOR PORTING

Theme Editor Upgrades

A fresh look for the Theme and Flow editors, and your own lighting in the theme preview.

+ WHAT’S IN IT

The Theme Editor and Flow Editor get reskinned, and the theme preview can use your own lighting setup, saved in the theme. The shots are from the Unreal version.

Theme Editor Upgrades in Dungeon Architect
Thick Doors in Dungeon Architect
SNAP GRID FLOW PORTING

Thick Doors

Leave a gap between stitched rooms and let a thick door fill it, so walls can have real depth without poking into the room next door.

+ WHAT’S IN IT

Set Door Thickness on the module bounds and every room keeps its distance from its neighbours. The door spans the gap, so walls no longer have to be paper thin. The shots are from the Unreal version.

  • ■A door can be a full passage, e.g. a 400x400 walkway with its own lights and props
  • ■Props from neighbouring rooms no longer overlap
  • ■Walls can extend outwards, e.g. sci-fi panels or pipes running inside the wall
Thick Doors in Dungeon Architect
Module Database Editor in Dungeon Architect
SNAP GRID FLOW PORTING

Module Database Editor

Drag in your levels, rebuild the database and spot door problems in one place.

+ WHAT’S IN IT

Every module becomes a row in a sortable table, instead of one long array you expand entry by entry. The shots are from the Unreal version.

  • ■Drag and drop levels to add them, even all at once. Duplicates are skipped
  • ■Rebuild the database from the toolbar
  • ■See each module's door problems
  • ■The old array view is still in the Asset tab
Multiplayer Style Layouts in Dungeon Architect
FLOW GRAPHS PORTING

Multiplayer Style Layouts

Grow standalone paths and control where branches leave and join. No main path needed.

+ WHAT’S IN IT

The Create Path node can grow standalone paths, so a layout no longer needs one main path. E.g. four team spawn paths converging on a central hub. For Snap Grid Flow, Grid Flow and Cell Flow. The shots are from the Unreal version.

  • ■Standalone paths with no main path, e.g. 4 branches converging to the center
  • ■A single node can span multiple cells, e.g. a 4x4 central arena
  • ■Emit and Merge windows on branches
  • ■Key and lock placement on maps with multiple spawns
  • ■Reachability Contracts keep the routes you need open
Bigger, Blobbier Cell Flow Rooms in Dungeon Architect
CELL FLOW PORTING

Bigger, Blobbier Cell Flow Rooms

Cluster Blobbiness now works, and a new Room Size range merges cells into larger rooms.

+ WHAT’S IN IT

Part of the CellFlow port. The shots are from the Unreal version.

  • ■Cluster Blobbiness on the Create Cells nodes now takes effect, from blocky (0) to round blobs (1)
  • ■Room Size range on the path nodes merges adjacent cells into larger rooms
  • ■Fewer tiny leftover chunks scattered across the map
Faster Generation in Dungeon Architect
PERFORMANCE PORTING

Faster Generation

Snap Grid Flow layouts and mesh placement are several times faster.

+ WHAT’S IN IT

Snap Grid Flow layouts and instanced mesh placement got several times faster in Unreal, and theme rebuilds reuse what is already in the scene instead of respawning it. The shots are from the Unreal version.

  • ■Faster Snap Grid Flow layouts
  • ■Faster instanced mesh placement
  • ■Quicker theme rebuilds
Layout and Door Improvements in Dungeon Architect
RELIABILITY PORTING

Layout and Door Improvements

A round of layout and door fixes across the flow and snap builders, plus better seed variety.

+ WHAT’S IN IT

The layout and door fixes from the Unreal flow and snap builders, plus better seed variety. The shots are from the Unreal version.

  • ■One-way doors can no longer make a level unfinishable
  • ■Key and lock placement no longer gives up early, and a misspelled path name stops with a clear error
  • ■One-way doors fall back to the normal door when the theme has no one-way door mesh
  • ■Num Timeouts Retries Allowed now takes effect
  • ■Clearer errors: the output log says which room failed and why, or which theme is missing a one-way door
Canvas Minimaps and Fog of War in Dungeon Architect
CANVAS PORTING

Canvas Minimaps and Fog of War

The Canvas minimap framework from Unreal, with map icons and fog of war on any game object, shared across players in multiplayer.

+ WHAT’S IN IT

In Unreal, a Dungeon Canvas Item component on any actor gives it a map icon and fog of war, and Fog Of War Share Mode picks who sees whose exploration: free for all, per team or everyone. The shots are from the Unreal version.

  • ■Any object can reveal fog around itself, e.g. the level goal shows up on the map before you reach it
  • ■Per object icon and tint, e.g. one key icon tinted per key color
  • ■Multiplayer fog sharing
Room Variety Control in Dungeon Architect
SNAP GRID FLOW · SNAP MAP PORTING

Room Variety Control

Control how often each room shows up. Works well even with a small set of modules.

+ WHAT’S IN IT

The new Module Selection settings control room repetition across the dungeon. In the picture the blue room is capped at one (Max Instances = 1) and the red room at two, while the green rooms fill the rest. For Snap Grid Flow and Snap Map. The shots are from the Unreal version.

  • ■Max Instances, e.g. a shop or boss room that shows up once
  • ■Selection Weight to make a room show up more or less often
  • ■If modules don't fit, the builder retries with a new layout
  • ■Replaces the old Non Repeating Rooms and Prefer Modules with Minimum Doors settings
Unity tutorial series in Dungeon Architect
TUTORIALS

Unity tutorial series

A new video series on the official YouTube channel covering the Unity version, from first dungeon to a small playable game.

+ WHAT’S IN IT
  • ■Getting started
  • ■The Theme Editor
  • ■GridFlow
  • ■Building a small playable game with Dungeon Architect from start to finish
GPU Voxel Engine port in Dungeon Architect
VOXEL PORTING

GPU Voxel Engine port

The GPU voxel cave system from Dungeon Architect 3.0 for Unreal, coming to Unity.

+ WHAT’S IN IT

It gets tested across hardware and render pipelines before it ships. The shots are the Unreal version.

GPU Voxel Engine port in Dungeon Architect GPU Voxel Engine port in Dungeon Architect GPU Voxel Engine port in Dungeon Architect GPU Voxel Engine port in Dungeon Architect
▶ watch the preview
Further Unreal feature parity in Dungeon Architect
LANDSCAPE PORTING

Further Unreal feature parity

Landscape tooling and other recent Unreal features, coming to Unity.

+ WHAT’S IN IT

The shot shows non-destructive landscape modification in the Unreal version.

▶ watch the preview

Past releases

v1.23.0 Jul 2026 1 highlight +
ENGINE

Unity 6 support

Full Unity 6 compatibility, tested on 6.3 LTS and 6.5.

+ WHAT’S IN IT
  • ■Samples and demo content upgraded to URP
  • ■The core tool works on any render pipeline with your own themes and materials
  • ■Fixed compile errors, import errors and serialization issues on Unity 6
FIXES & CHANGES

Fixes & changes

4 fixes.

+ THE FULL LIST
  • FIXCompile errors on Unity 6
  • FIXDeprecated FindObjectOfType API usage
  • FIXScript serialization warnings flagged by the new Unity 6 analyzer
  • FIXLaunchPad pages were not loading their title and layout
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