Give every room a place in the adventure.

Dungeon
Generator

Prepare connected room keys with zones, history, hazards, clues and a climax. Refine the rooms you need, save the dungeon you accept and send a selected encounter to Combat PRO.

Fantasy illustration of adventurers exploring bridges and stone halls in a vast underground cavern
Connected room keys, text topology and encounter preparationWindows access through Desktop Command Centre

Prepare an explorable place

Put rooms, routes and discoveries in one reference.

Use the generated key as a starting point for your own adventure preparation.

Choose the purpose and scale

Start with a fortress, temple, tomb, prison, mine, laboratory, refuge, vault or lair. Select one of five bounded sizes and review the resulting room count.

Read the route references

Follow the linked room IDs through a connected chain with additional shortcuts. Entrances, exits and vertical connections are text references rather than a drawn map.

Give exploration useful material

Review room purposes, occupants, hazards, traps, puzzles, clues, treasure and secrets. Adapt the authored descriptions to the setting and rules you use.

Prepare an ending

Review a guardian, ritual, escape, discovery, choice or rival climax, then decide how it connects to the dungeon’s history and the people exploring it.

Fantasy illustration of connected underground halls, waterways and varied dungeon environments

Prepare the route and the room key

Make the location useful at the table.

Review zones, linked rooms and exploration material before running the adventure.

This artwork illustrates a fantasy dungeon, not a generated map or application screen.

From a purpose to a prepared key

Frame. Generate. Review. Keep.

Quick and Deep use the same complete dungeon structure, with additional controls visible in Deep.

01 · Choose a size and purpose

Quick exposes size, purpose and seed. It retains existing Deep settings, including room count and levels, so review those when changing scale.

02 · Add detailed reference

Deep adds builders, age, environment, occupants, occupation, factions, structure, danger, content densities, verticality, climax, party level and influences.

03 · Review routes and fiction

Read the connected room references and the authored history, faction and ecology notes. Check hazards, secrets, rest suggestions and the climax against your campaign.

04 · Refine and save deliberately

Lock useful rooms or zones for Generate again, edit the key or reroll a selected area. Save manually through your account once you accept the combined result.

What the tool provides

A connected starting point for dungeon preparation.

Eight capabilities support room keys, selective refinement, account reference and encounter preparation.

Quick and Deep preparation

Quick exposes size, purpose and seed. Deep adds builders, age, environment, occupants, factions, danger, densities, levels and party reference. Both produce the same dungeon structure.

Five bounded dungeon sizes

Choose a short, small, medium, large or mega dungeon. Room counts are kept within the selected size, from five rooms up to sixty, with one to eight level labels.

Connected numbered room keys

Review room IDs, zone membership and linked-room references. The generator uses a connected chain with additional shortcuts and validates room reachability.

History, factions and exploration material

Read authored history, occupation and ecology notes alongside hazards, traps, puzzles, clues, treasure, secrets and a climax. Adapt the guidance to your table.

Room and zone refinement

Lock rooms or zones for Generate again. Reroll a room directly, or reroll an unlocked zone while retaining its locked rooms. Review the complete result after each change.

Editable key and reviewed sharing

Edit the dungeon title and room purpose, DM description and player description. Copy a DM key or brief player handout, or download the complete current JSON record.

Manual account library

Save through your DCC session, reopen saved dungeons, and rename, duplicate or delete library records. Repeated saves retain up to ten previous dungeon snapshots.

One selected Combat PRO encounter

Send a room marked Encounter to a prepared Combat PRO slot, subject to separate ownership and capacity. Enemy references and preparation notes travel with that room.

Choose the character of the place

Shape the reference material you want to prepare.

Descriptions come from finite authored pools. Controls guide labels, densities and preparation notes rather than simulate a living location.

Builders, age and present occupation

Choose an origin and age, current occupants and occupation state. Add faction reference text, then adapt the generic history and relationships to your adventure.

Environment, structure and influences

Choose an environment and constructed, natural or mixed structure. Influences are copied reference text and can appear in player room descriptions; keep private details out.

Danger and discoveries

Adjust danger and the densities of traps, puzzles, secrets and treasure. Party level supports notes, not calculated balance, and enemy references are not generated statblocks.

Levels, routes and the climax

Choose one to eight level labels and a verticality preference. Vertical links and secret routes are textual notes, and the room graph follows a count-based pattern.

Fantasy illustration of dungeon folios, maps, miniatures and exploration notes on a tabletop

Keep a useful dungeon reference

Bring the room key into your preparation.

Review the DM key, brief player handout and selected-room encounter separately.

This illustrated folio is fantasy artwork, not exported application output.

Refine the areas you need

Keep useful rooms and review the rest.

Room and zone locks support Generate again, with distinct rules for each targeted reroll.

Preserve matching locked material

Generate again keeps matching locked rooms and rooms in locked zones. Changing count or zone controls can make old references incompatible and produce a validation error.

Choose the targeted reroll

A zone lock disables that zone’s reroll, while an unlocked zone reroll retains its locked rooms. The direct room reroll replaces its target even if that room or zone is locked.

Review the complete revision

Single-room and zone rerolls rebuild overview, history, handout and other unlocked zone material. Locks do not guarantee semantic consistency across retained and replaced fields.

Edit the key deliberately

Edit the title and room purpose, DM description and player description. The separate brief handout does not automatically update. Save revalidates structure; the displayed validation can predate your edits.

Account reference and reviewed sharing

Keep the dungeon you choose to use.

The existing DCC session connects manual saves to your VISINVOKE account.

Manual saves and prior snapshots

Save validates the dungeon and updates the account library. The same seed-based ID retains up to ten prior dungeon snapshots, but the library offers no control to reopen those snapshots.

Reopen or manage a library record

Open restores the dungeon and seed while retaining other controls and locks. Rename, duplicate or delete saved records. There is no autosave or offline fallback; avoid conflicting saves from several windows.

Separate player and DM material

Copy the brief player handout after reviewing its name, description, entrances and warnings. Download JSON includes private DM material. Print is the DM view and includes secrets.

Prepare one Combat PRO encounter

Send a selected room marked Encounter to a prepared slot, subject to separate ownership and capacity. Repeated dungeon-ID and room transfers are duplicates; nothing automatically activates or synchronises combat.

Choose access for your toolkit

US$1.99 per month for one selected generator.

Dungeon Generator is a paid standalone tool. Create a free account first, then review your selection and subscription.

One selected generator: US$1.99/month

Select Dungeon Generator individually. Creating a free account does not by itself include paid generator access.

Five selected generators: US$8.99/month

Choose a five-generator pack for other eligible standalone tools alongside this one. It provides selection capacity, not automatic access to every VISINVOKE product.

Choose more capacity when needed

Review larger selected-generator packs in your account. Check the generators, subscription and reselection terms before choosing your toolkit.

Separate products keep separate access

Combat PRO, Battlemaps and image systems have their own access models. Standalone generator subscriptions do not include image or animation credits.

VISINVOKE means value. Quality. Ownership. Rewards.

Make the key useful for play

Keep linked room references, discoveries and preparation notes together.

Keep judgement at the table

Review coherence, danger and player information yourself before using the dungeon.

Guidance beside the controls

Start Here and How Do I help cover generation, refinement, saving and selected encounters.

Keep the accepted record

Save deliberately and reopen the current library record when you need it again.

Quick answers

Rooms, locks and account records in plain language.

Understand the authored material, audience boundaries and encounter handoff before opening the tool.

What do Quick, Deep, sizes and the seed control?

Quick exposes size, purpose and seed. Deep also shows builders, age, environment, occupants, occupation, structure, factions, danger, magic and content densities, verticality, climax, room count, levels, party level and influences. Quick retains previously selected Deep values. Counts are clamped to the chosen size: short 5–7, small 8–12, medium 13–21, large 22–32 and mega 30–60. Both modes use the same generation routine. A seed works with an internal generation counter and reroll target, so entering the seed alone does not replay an exact dungeon. Fresh dungeon clears the result, seed and locks while retaining other controls.

Does it draw a map, create balanced monsters or simulate dungeon ecology?

It provides text topology and linked room IDs, not a drawn map or battlemap. The graph is a connected chain with count-based shortcuts; changing a seed does not create a different graph at the same room count. Entrances, exits, vertical links and secret-route notes are textual preparation material. Finite authored descriptions support history, factions, hazards and ecology, but are not a simulation or guarantee of narrative consistency. Party level is a reference note rather than calculated encounter balance. Enemy names are references, without generated statblocks or hit points. There are no PNG/SVG schematic exports or direct Dungeon Module handoff.

How do room locks, zone locks and rerolls interact?

Generate again preserves matching locked rooms and rooms in locked zones. A zone lock disables its zone reroll; rerolling another unlocked zone retains locked rooms within it. The direct Reroll room button replaces its target even when that room or its zone is locked. Single-room and zone rerolls still rebuild overview, history, handout and other unlocked zone material. Changing room count or zone controls while retaining locks can produce incompatible references and a validation error. Review the combined result; locks do not guarantee semantic consistency across every retained field.

What does validation check, and what is safe to share?

Validation checks required schema, minimum rooms and zones, unique room IDs, room zone references, room purposes, connection targets and reachability. It also checks one specific secret-route phrase in player descriptions; it does not detect every secret or guarantee coherent fiction. Influences can appear in room player descriptions, so keep private details out of them. Copy player-safe handout uses only its name, brief description, known entrances and warnings, not every room description. Key edits, renames and duplicates do not automatically update that separate handout. Review it before sharing. Print is the DM view and includes secrets.

How do account saves, reopening and prior versions work?

Save manually validates the current dungeon and writes the library through your DCC account session. Saving the same seed-based ID updates its current record and retains up to ten prior dungeon snapshots. The library displays the prior-version count but provides no control to reopen those snapshots. Open restores the saved dungeon and its seed while retaining other controls, locks and the internal counter. Rename, duplicate and delete affect library records; deleting does not clear the open workspace. There is no autosave, offline fallback, import, search, comparison or undo/redo control. Avoid conflicting whole-library saves from several windows.

What is included in exports and the Combat PRO handoff?

Copy printable DM key creates a text room key, not every structured field. Download structured JSON exports the complete current dungeon, including private DM material; it is not a player handout or entire-library export, and there is no import control. Print includes the current DM material. Combat PRO transfer sends one selected room encounter with enemy references, battlefield preparation, hazards, objective, treasure and notes. It requires separate Combat PRO ownership and an available prepared slot. Repeating a transfer for the same dungeon ID and room is treated as a duplicate, even after that room changes. It does not import the whole dungeon or existing live initiative, hit points or turns, and does not activate or synchronise combat.

Desktop Command Centre illustration of connected Windows tools

Continue in VISINVOKE

One account. More places to explore.

Create a free VISINVOKE account and choose the required generator access.

Get Desktop Command Centre from your account installer page. Sign in on Windows, then open Dungeon Generator.