Procedural Dungeon Generator 5.3
Hello everyone! I’m excited to announce the first Procedural Dungeon Generator update of 2026, Version 5.3! This update introduces multiple major features as well as a handful of bug fixes and quality of life improvements.
The first major feature is the ability to switch the type of generation for your dungeons! With a new dropdown in the map settings, you can now change the layout of the dungeon between three options:
Classic Dungeons:
This is the current dungeon layout, consisting of randomly sized rooms with long corridors that turn and loop back through previous rooms, creating a maze of crossing and looping pathsCentral Path Dungeons:
This new layout generates a direct, non-looping dungeon from the first room through to the boss room. New themed or branching paths will then branch off of the original central path, creating multiple optional (or required depending on key settings) side paths that don’t loop back or cross with each other again.Grid Dungeons:
This new layout restricts and aligns the dungeon to an exact grid, creating large square rooms with single tile corridors connecting them.
The second major change is the addition of Dungeon Fog with the LocalFog blueprint. This blueprint can be spawned as a room feature along with the Light Manager, and will automatically scale itself to fill the max room size. If DungeonFog is set to true in the map settings volumetric fog will be generated within the area with the color, thickness, and layers decided based on the dungeon seed. For more control over fog in themed paths, there is now an array in the room data table for fog colors which can be used to create a single, or limited list of potential colors for the fog within each path.
Along with these major additions, the update also includes new distance based tile culling for both the dungeon tiles and decorations, a larger dungeon map, new bridge railings, and a short list of small changes and bug fixes.
I hope everyone enjoys this update and makes some amazing dungeons!
Update 5.3
Changed
Custom rooms can be added to each path and be set to spawn at specific points along the path
Added ISM tile distance culling to base settings of all dungeon tiles.
Distance culling can be passed to decorations
Distance culling is toggled by Bool and dynamically adjusts based on max room size
Added static mesh distance culling to all decoration blueprints
Dungeon map
Mini Map can be expanded to show a much more zoomed out dungeon
Moved Light Manager into Lighting Folder
Additions
Grid generation
Dungeon generates on a grid with each room spawning directly adjacent to the previous room
Corridor wrapping is overridden so halls are shortened to one tile
Central path generation
Dungeon generates a single path to the boss room
Branching paths branch off of the main path and aren't required to reach the exit.
Bridge railings
Added railing meshes
Added railings to mesh types in the datatable
Bridges now generate railings similar to corridor walls
Dungeon Fog
Dungeon Fog material and grid block
Dungeon fog boolean
When dungeon fog is set to true the generator will add a volumetric height fog on construct.
This fog will interact with the dungeon fog blueprint which spawns as a room feature, filling each path room it's assigned to with colored fog, and a thicker layer of fog along the floor
Fog colors array in path datatable.
Fixes
Fixed a rare issue that caused corridors to spawn bridges outside the dungeon when passing through culled tiles above the ceiling of a room
Fixed an issue that would allow medium and large decorations to spawn under bridge staircases, blocking them.