LVLFORGE turns a text prompt and your tileset into an engine-ready Godot tilemap — with ground, objects, collision, spawn points, and exits. Drops straight into your scene.
Free during beta. No spam, occasional build notes.
Indie devs can generate sprites, music, sound effects, voice lines with AI. Level layout is still 100% manual. Every tile, every collision, every zone — placed by hand.
Type what you want. "A small forest clearing with a dirt path running north-south and a pond to the east." Vague or specific — both work.
LVLFORGE lists the tile roles it needs — grass, dirt_path, water, tree_trunk. Map them to your tileset in the dock, or skip ones you don't have yet.
Wave Function Collapse builds the map locally in under a second. Preview it, accept, and TileMapLayers drop straight into your scene with spawns and exits wired.
Two-stage architecture. An LLM interprets your prompt into spatial features. A local Wave Function Collapse engine handles the actual layout. Neither does the other's job — and it shows.
Full layer stack with correct z-ordering. Tree canopies render above the player; trunks block movement. Automatic.
Player spawn, zone exits, enemy placements, ambient zones, chests, signs. All placed logically based on the feature graph, not random noise.
Derived from tile semantics. Water blocks, grass walks, walls enclose. No manual physics layer painting.
PixelLab exports, Kenney packs, hand-drawn — LVLFORGE is tileset-agnostic. Map roles to tiles once, reuse forever.
"Add more trees to the north." "Make the path wider." "Move the pond west." Conversational edits re-run the WFC engine in place.
Early access rolls out in waves. Beta users get free use, priority feedback channels, and their name in the credits of the first release.
Free during beta. Paid plans coming.