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

Design the rules.
Generate infinite worlds.

Dungeon Architect is a procedural level generation plugin for Unity and Unreal Engine — node-graph layouts with keys and locks, grid, snap and city builders, and a theme engine that dresses any layout in your art.

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.

Unity Asset Store → Get it on Fab →
v1.23.0 trusted by 21,000+ developers public roadmap → changelog →
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.

A dungeon dressed with the candy theme CANDY THEME
Lordenfel castle interior stitched from rooms by the Snap builder CASTLE INTERIORS · SNAP BUILDER
Stone hall with stained glass windows STONE HALLS · GRID BUILDER
A MOBA arena dressed with a summer theme MOBA ARENA · THEME ENGINE
A medieval stronghold city generated by the City Builder MEDIEVAL STRONGHOLD · CITY BUILDER
A knight in a toon garden world generated by Dungeon Architect TOON GARDENS
A 2D game whose dungeon is generated by the Grid Flow builder 2D DUNGEONS · GRID FLOW
A desert city with palms, generated by the City Builder DESERT CITY · CITY BUILDER
Village outskirts with fences and fields VILLAGE OUTSKIRTS · GRID BUILDER
HOW IT WORKS

Rules → layout → world.

The flow graph editor laying out paths, keys and locks
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.

A toon garden world dressed by the theme engine
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.

COMING IN 3.0 · DA PCG · IN DEVELOPMENT

Dress any world with a graph.

A PCG-style node graph for Unity. Sample a surface, filter the points by slope, ambient occlusion, clearance or distance from the main path, then spawn grass, rocks, props and lights. It works on Dungeon Architect layouts and voxel caves, or standalone on a normal terrain for forests and thick grass.

Wrap a recipe in a subgraph and it becomes a library node — Grass, Wall Rocks, Glowing Mushrooms — ready to reuse in any graph. Generation is hierarchical on a quadtree or octree, and every node shows its time and point count while you work.

The DA PCG graph editor in Unity: subgraph nodes for wall rocks, grass and glowing mushrooms, with per-node timings and a table of generated points WORK IN PROGRESS · CAVE SCATTER GRAPH
01
Sample a dungeon, cave or terrain
02
Filter by slope, AO, clearance & path
03
Wrap recipes as subgraph nodes
04
Spawn hierarchically — quadtree or octree
DA PCG on the roadmap →
COMING SOON TO UNITY · BLOCKOUT DESIGNER

Sketch a box. Get a finished room.

Grey-box complex shapes in minutes with add and subtract volumes, then apply any theme — stone castle, timber inn, sci-fi factory. The fastest way to hand-craft a library of rooms with complex shapes.

Everything stays a stack of editable volumes — resize, reorder or punch new openings later and the room rebuilds around the change. Drop named markers for lamps, props and NPC spawns; anything your theme doesn't dress yet stays playable greybox with collision until it does.

Blockout Designer shaping a themed dungeon room with box volumes in the Unreal editor ▶ ▶ WATCH THE PREVIEW · UNREAL VERSION SHOWN
01
Draw boxes — add mass or carve space
02
Sweep lines into floors & walls
03
Pull ramps & pillars from surfaces
04
Apply any theme — it dresses itself
Drawing a rectangle on a dungeon wall with the Box Draw tool
01 · DRAW A RECT ON A SURFACE
The rectangle swept out into a glowing box volume
02 · SWEEP IT INTO A VOLUME
The box volume carving an opening through the wall, seen from the next room
03 · CARVED THROUGH THE WALL
The finished passage, fully dressed by the theme
04 · THEME DRESSES THE RESULT
▶ watch the preview →
COMING IN 3.0

What's next.

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 BuilderIN DEV

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

▶ watch the preview
DA PCG: a procedural content graph for Unity in Dungeon Architect
PCG
DA PCG: a procedural content graph for UnityIN DEV

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.

Foundry Theme + Theme Editor upgrades in Dungeon Architect
THEMING
Foundry Theme + Theme Editor upgradesIN DEV

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

▶ watch the preview
Pattern Matcher 3D in Dungeon Architect
PATTERN MATCHER
Pattern Matcher 3DIN DEV

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

Multiplayer Style Layouts in Dungeon Architect
FLOW GRAPHS
Multiplayer Style LayoutsIN DEV

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

Canvas Minimaps and Fog of War in Dungeon Architect
CANVAS
Canvas Minimaps and Fog of WarIN DEV

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

GPU Voxel Engine port in Dungeon Architect
VOXEL
GPU Voxel Engine portIN DEV

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

▶ watch the preview
+11
more in this release
  • ■Sculpted dungeon sample kit
  • ■Faster Pattern Authoring
  • ■Theme Editor Upgrades
  • ■Thick Doors
  • ■Module Database Editor
  • ■Bigger, Blobbier Cell Flow Rooms
See all 18 features →
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
Cell Flow execution 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.

THEME ENGINE · LIVE PREVIEW
Theme it in the viewport

Link a prefab in the theme graph and the dungeon in your viewport updates as you edit — no rebuild, no waiting. Layer in a few more prefabs and a bare layout becomes a finished level in minutes, not days.

watch the theme engine in action →
Theme editor with realtime viewport preview
Theme engine node graph — walls, doors, stairs and decorations linked by rule
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 matching walls, doors and floors to decorate the dungeon
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 MinimapCOMING SOON

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.

The Performance Analyzer charting the retry distribution of generated test dungeons
Performance AnalyzerCOMING SOON

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.

GPU VOXEL ENGINE · COMING TO UNITY

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 →
COMING TO UNITY — FOLLOW THE ROADMAP
Mesh-based layout, before voxel carving
BEFORE · GRID MESH LAYOUT
The same layout carved as a voxel cave
AFTER · SAME GRID LAYOUT, VOXEL CAVE
A blocky Voronoi layout graph from Cell Flow, before voxel carving
BEFORE · VORONOI LAYOUT
The same voronoi layout carved as a natural mushroom cave
AFTER · A NATURAL CAVE
A glowing mushroom cave generated with GPU voxels MUSHROOM CAVE
An ice cavern generated with GPU voxels ICE CAVERN
A mountain cave generated with GPU voxels 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
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.

The Grid Flow editor workflow, from flow graph to tile layout
Grid Flow

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

Stone castle corridor stitched by the Snap builder
Snap Map

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

Snap Grid Flow greybox modules
Snap Grid Flow

Hand-built rooms on a 3D flow graph — multi-floor, streaming, side-scrollers. watch: mario-style platformer →

Toon city with roads and a driving car
City Builder

Roads, houses and large blocks — themed like everything else. watch →

Cell Flow editor — grid cells with solved path graph
Cell Flow (Grid)IN DEV

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

Cell Flow voronoi layout with dynamic height
Cell Flow (Voronoi)IN DEV

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

An ice cave carved by the GPU voxel engine
GPU VoxelsIN DEV

Organic caves and floating islands, carved by compute shaders.

Blockout Designer — drawing box volumes to shape a themed dungeon room in the editor
Blockout DesignerSOON

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

R&D · REWRITE ENGINE

Grow levels from rewrite rules.

An experiment in growing layouts step by step: a heavily extended take on the MarkovJunior approach. Rooms claim space, corridors find their way, and borders seal themselves. Research, not scheduled for a release.

Rewrite engine growing a level
Rewrite engine rooms and corridors
Rewrite engine experiment growing an organic layout from rewrite rules
Rewrite engine experiment sealing the borders of a grown layout
GAME SAMPLES

Playable from day one.

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

GRID FLOW · KEY-LOCKS, TREASURE ROOMS, SHOP
SHOOTER · NPC AI, PATROLS, RUNTIME NAVMESH
JACK RABBIT · 2D GAME DEMO
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.
Still shipping.

21,000+ DEVELOPERS FIRST RELEASE · AUG 2015 LATEST · JUL 2026 UNITY AWARDS 2016 · ASSET STORE AWARD 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
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21,000+ DEVS · 11 YEARS · UNREAL & UNITY
Unity Asset Store Get it on Fab