Random dungeons

Windrose can generate random dungeon layouts (grid maps only) via the Generate random dungeon command (Ctrl/Cmd+P, or swipe down from the top on mobile), which works from a note in edit mode and inserts the new map as a code block. In the full-pane map view, the die button beside the create-new-map control opens the same generator, saves the result as a new map and switches to it. (Requires the Dungeon generator feature.)

The generation is pure procedural math and graph work — no AI is involved; the animation you watch is an approximation of the algorithm at work. Generated dungeons come with doors and an entrance/exit staircase, and can optionally be stocked with other content.

Basic options:

  • Name — name the generated dungeon.
  • Size — Small, Medium, or Large.
  • Style — influences the shape and character of the dungeon:
    • Classic: the default; a variety of room sizes and corridors, close to classic generators like Donjon.
    • Cavern: winding corridors, rounded rooms, no doors, more water.
    • Fortress: wide corridors and larger rooms.
    • Crypt: tight corridors and many small rooms.

Advanced options offer sliders and selectors for:

  • Circular rooms — chance a room is circular rather than rectangular.
  • Extra connections — chance a room has multiple entrances/exits.
  • Door frequency — frequency of door objects.
  • Secret doors — frequency of secret-door objects.
  • Wide corridors — chance of double-width hallways.
  • Room size bias — small, medium, or large.
  • Corridor style — normal or organic.
  • Diagonal corridors — chance corridors run diagonally rather than orthogonally.
  • Water features — chance of rooms with water.

The dungeon visualizer updates its live simulation as you tweak these to better reflect your selection.

Each style carries its own default colors for floor, wall, and water, configurable in settings, so a generated cavern and a generated fortress are not produced in the same palette.

The generator The result
The Generate Random Dungeon modal, with its live layout preview, style and size selectors, and distance settings A generated dungeon: rooms and corridors stocked with monsters, traps, doors, and furniture

Dungeon stocking

Windrose can optionally stock generated dungeons — populating them with creatures and features including traps, chests, and themed furniture.

Enable or disable room styles, which pick from a small set of room templates (a library full of bookshelves, a pantry of sacks and crates, and so on — all or nothing).

Stocking is distributed across a total of 100%, split between:

  • Monsters
  • Empty rooms
  • Features
  • Traps

Raising one slider lowers the others.

Solo RPG options

Optionally enable fog of war at generation time so the dungeon is obscured, hiding its details until you explore it.

Beyond generation, Windrose has a small set of solo-play features that emerged more than they were designed, but are worth calling out. An object can be designated a player token, which unlocks measuring/showing movement across the grid and an optional light radius that automatically clears fog of war as the token moves onto it.


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