Random Dungeon Map Generator for Tabletop Games

Create reproducible dungeon, cavern, and Sci Fi maps with connected rooms, doors, grid controls, and PNG or SVG export.

Map architecture
Fine tune grid and density
Right click a cell to edit
Map data
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Frequently Asked Questions

Does the same seed always create the same dungeon map?

Yes. The seed, grid dimensions, density, and architecture style form one deterministic setup. Reusing all four settings rebuilds the same rooms, corridors, and doors.

Are all generated rooms reachable?

Yes. Rooms are connected in a spanning route after placement, so every walkable region belongs to one connected map. Doors mark the transition between rooms and corridors.

What changes between dungeon, cavern, and Sci Fi styles?

Dungeon maps use regular stone rooms and narrow corridors. Caverns carve irregular rounded chambers. Sci Fi maps favor wider modules and double width connectors for bulkhead style layouts.

Which format should I export for a virtual tabletop?

PNG is the simplest option for most virtual tabletops. SVG stays sharp at any scale and is easier to edit in vector software. Both exports preserve the square grid geometry.

Can another person regenerate my random dungeon map?

Yes. Copy the map link to include the full setup in the URL, or send the JSON setup file. The recipient can load the same deterministic configuration without an account.

Does this generator add monsters, traps, or treasure?

No. It creates a neutral architectural floor plan so you can stock it for any ruleset. Encounter design, secrets, hazards, and narrative meaning remain under the game master's control.

# Build a Playable Dungeon Map from a Reusable Seed

A useful random dungeon map needs more than visual noise. Every chamber must be reachable, the grid must fit the intended play surface, and the result must be recoverable when a session moves between devices. This generator treats the seed and controls as a compact map specification. Keep the same seed, columns, rows, density, and architecture to reproduce the exact plan later.

# Choose Grid Dimensions for Print and Virtual Tabletops

Start with the destination. A smaller grid is easier to print and produces a focused delve, while a larger grid leaves room for exploration, encounter staging, and optional branches. The exported image preserves square cells, so you can align it with the grid controls in a virtual tabletop instead of stretching the map by eye.
Grid size Typical use Density starting point Planning note
20 by 16One shot location35 to 45Fast to read and easy to print
36 by 26Session dungeon45 to 55Balanced room and corridor rhythm
52 by 38Multi session complex50 to 65More space for factions and optional routes
Match the Map to the Encounter Scale
Count the cells required by the largest planned encounter before choosing the full map size. A large dungeon with undersized rooms can still feel cramped, while a compact plan with one generous chamber may support a memorable set piece.

# Read Floor Coverage as a Pacing Signal

Floor coverage describes how much of the rectangular canvas is walkable. Lower coverage emphasizes uncertain movement and separation between rooms. Midrange coverage supports a steady expedition rhythm. High coverage creates a stronghold or facility where encounters can spill across connected spaces. It is not a difficulty score; it is a prompt for how the location may feel at the table.
  • Tense exploration: use the empty space to imply depth, isolation, or concealed areas.
  • Balanced expedition: alternate investigation rooms, connective passages, and encounter spaces.
  • Open stronghold: prepare sight lines, patrol routes, and encounters that can attract nearby groups.

# Turn a Neutral Layout into an Adventure Location

The generated plan intentionally stops at architecture. Assign a purpose to each major room, then place clues, hazards, creatures, and treasure according to that purpose. Use doors as decision points rather than decoration. A locked door can advertise value, a broken door can reveal prior violence, and an open bulkhead can connect two encounters into one larger problem.
Preserve the Setup Before Stocking Rooms
Copy the map link or save the JSON setup before adding encounter notes. That gives the group a stable architectural reference and lets you regenerate a clean player version without exposing game master annotations.

Bibliographic References