Tilemap generation for Godot

Describe the zone.
Skip the tedious part.

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.

→ TILES
PixelLab
Generates the art. Doesn't place it.
→ EDITORS
Sprite Fusion
Manual tilemap editor. Zero AI.
→ UNITY-ONLY
InteliMap
Learns from examples. No text prompts.
→ PRETTY PICS
TTRPG tools
D&D maps. Not engine data.

Three steps. No hand-placing tiles.

i.

Describe the zone

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.

> natural language → feature schema
ii.

Assign your tiles

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.

> tile gap UI → role bindings
iii.

Generate. Accept. Ship.

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.

> WFC engine → .tscn injection

Not a procedural toy. An actual tool.

→ Core pipeline

Text feature schema WFC Godot scene.

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.

→ Layers

Ground. Objects. Overlay.

Full layer stack with correct z-ordering. Tree canopies render above the player; trunks block movement. Automatic.

→ Metadata

Spawns, exits, triggers.

Player spawn, zone exits, enemy placements, ambient zones, chests, signs. All placed logically based on the feature graph, not random noise.

→ Collision

Walkable vs. wall — auto-assigned.

Derived from tile semantics. Water blocks, grass walks, walls enclose. No manual physics layer painting.

→ Your tileset

Bring your own art.

PixelLab exports, Kenney packs, hand-drawn — LVLFORGE is tileset-agnostic. Map roles to tiles once, reuse forever.

→ Editing

Iterate in the dock, not the tilemap.

"Add more trees to the north." "Make the path wider." "Move the pond west." Conversational edits re-run the WFC engine in place.

PixelLab LVLFORGE

Made tiles with PixelLab? Now place them automatically.

Where we are. Where we're going.

PHASE 1
Schema + prompt-to-JSON prototype
shipped
PHASE 2
Godot editor plugin MVP — dock, tileset binding, scene injection
shipped
PHASE 3
WFC engine, feature schema, dual-model fallback, auto-repair
shipped
PHASE 4
Autotiling, starter tileset, private beta, Tiled/Unity export
in progress
PHASE 5
Fine-tuned model trained on accepted maps · spatial validator · style learning
queued

Stop placing tiles
by hand.

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.