WASD / Arrows move · Q E turn · Space opens or searches
Item
Selected face
Notes
Click a door, a secret wall or a switch with the
Select tool to edit it here — Lock and
Visible select as well, and flip that one property on the way.
Clicking off the map, or Esc, lets go again. Give a locked door or a secret wall an ID, then set
a switch to open that same ID. Pressing the switch in the game throws every lock of
that name wherever in the dungeon it is: doors become openable, and secret walls grind
aside where they stand. A locked door may instead — or as well — carry a
Narrated act: what the party has to do at that door, in your own
words, like speaks the word “MELLON”. It is never shown to the party, so
put the clue in the stonework; the Game Master judges whether what they did counts and lifts
the lock, and they open the door themselves as always.
COL—·ROW—
History
Notes
Ctrl+Z undo · Ctrl+Y
or Ctrl+Shift+Z redo. A whole drag counts as one step.
Dungeon
Notes
Shown in the header and saved with the map. A game that opens
this window can name the dungeon itself — with ?name=… on the URL, or
by posting {type:'dungeon-builder:name', name} to it — and that name
wins over the one stored here.
A dungeon leaves the world through stairs up on level 1: place one, select it
with the Select tool, and give it the id of the room the party climbs out into.
Levels
Level 1 of 1
Notes
Levels stack downward — level 1 is the top. The Game tab
follows whichever level is shown here.
Size
Notes
The grid every level shares, in squares. Growing adds bedrock to the right
and along the bottom. Shrinking is refused unless every column and row it would discard is
untouched rock — nothing you have drawn is ever thrown away to make the map smaller.
Clear that corner and the same button will take it. Either way it can be undone with
Ctrl+Z.
Pieces
Notes
Stamps a cell and auto-carves the neighbours its openings point into. Right-click the map to rotate without stamping — the same turn also steers the wall & door brush. Floor is the exception: it turns rock into floor and leaves every face exactly as it found it, so it never closes a doorway you have already cut.
Wall & Door brush
Notes
Click near a cell edge to paint that wall face. Right-click (or R) turns the brush 90° off the edge you point at — a tick marks the target face. Open carves through into the rock behind, so it cuts new passages.
Secret does the same but leaves the wall standing: it reads as plain stone
until the party searches it, then gives way. Switch is a solid wall
carrying a small stone button, cut from the same tile so it hides in the masonry —
click it in the Game view to press it. Doors are passable once opened in-game.
Select is not a brush: it picks a door, secret wall or switch to
edit in the panel over the map, and changes nothing. Where a square has no editable face it
picks the square itself — a chest, to set its lock, its trap and what is
inside, or an exit stair. The pointer outlines the whole tile when that is what it would take.
Lock selects too, and locks or unlocks the door it lands on — a locked
door will not open, and shows an iron plate in the game.
Visible is the same for switches: click one to hide it, and it will
not render until the party stands in front of that wall and searches it out.
Party
Stairs
Notes
Both are three-walled tiles — rotate (right-click or R) to
choose which side is open; the steps run away from that opening. Placing one writes its
partner on the same square of the joined level, opening the opposite way, so you walk
through in a straight line. Click the same square at the same facing to take the pair out,
or lay any other tile over it — that removes both ends too.
Items
Notes
Click a floor tile to stand an item on it; click the same tile with the
same item to take it away. Items do not block the way — you walk onto the tile and the
sprite is there with you. In the game they stand upright and turn to face the party, so
they read from down a hallway. Click a chest in the Game view to raise or lower its lid;
which chests are open is play, not map, so it resets when the dungeon is reloaded.
Monsters
Notes
Cosmetic for now. A monster stands on a square and animates; it does not
move, block, notice you or fight, and the GM is not told it is there. Placed and removed exactly like an
item — click a floor tile to stand one on it, click again with the same monster to take it away.
Create monster… adds one of your own: a horizontal strip of equal-width frames on a
transparent background, a name, and how tall it stands. Its WIDTH is not asked for — it is taken from the
frame's own proportions, so a squat spider comes out squat and a tall skeleton tall, and no sheet is ever
stretched to fit a shape someone typed. Sheets are rescaled to power-of-two on upload, so an odd-sized
export drops straight in. Created monsters belong to THIS dungeon and travel with its export.
The built-in skeleton is drawn by the app rather than shipped as art, so it is deliberately plain.
You can replace its art in Tile graphics below — but only with a sheet of the same 1:2 proportions,
since the built-in's shape is fixed. For any other shape, create a monster instead.
Tile graphics
Notes
Upload flat 2D tiles — the game projects them onto walls, floor and ceiling in 3D. Square images work best.
The torch flame is different: it hangs flat against its wall and is drawn additively, so paint it on
black (or transparency) and it will glow rather than look pasted on. One frame still flickers and sways.
Sprites (chests, bones) stand on the floor and turn to face you. They are cut out at 50% alpha rather
than blended, so give them real transparency and hard edges — a soft glow, a feathered outline or a drop shadow will
snap to on or off rather than fading. Paint them evenly lit: torchlight is applied on top, so baked-in shading
darkens twice.
Anything with a frames box can be a horizontal strip: equal-width frames laid left to right in
one image, no gaps, with the count set beside it. Playback is 14fps, and two of the same sprite on different squares
start on different frames so they do not move in lockstep. Leave a margin inside each frame — at a distance the
mip-mapping blends neighbours, and a subject touching its frame edge will ghost into the next one.
Map
Notes
Random map fills the level you are on; the others are left alone.
Map and tiles persist in this browser automatically.
These two carry the layout alone — a few kilobytes of readable JSON, no images —
which is what you want to hand someone who only needs the shape of the place. For a real backup, or to
move a dungeon between browsers, use Export at the top right: that one carries the art
as well, and Import up there reads either kind of file.
Monster sprite sheet
The creature
Size
Choose or generate a sheet to see the shape it makes.
Animation
The frame count is how the engine cuts the strip — set it to what the picture
actually contains, whatever the prompt asked for. The lines on the sheet show where the cuts
land, and each one can be dragged: providers routinely paint the right number
of figures and space them by eye, which the count cannot fix. Moving a line rebuilds the sheet
into equal cells with each slice centred in its own, because the engine itself always cuts
evenly.
Image prompt
Get the sheet
No sheet chosen
Background
The prompt asks for this colour; it is removed
automatically. Raise the tolerance if a rim of it survives, lower it if the creature is being
eaten.
The sheet
No sheet yet. Generate one, or choose a PNG with a
transparent background.