---
title: "Level generators"
package: "@phaser-ae/levelgen"
tier: Free
version: 3.0.0-4
released: 2026-10-14
updated: 2026-10-20
description: "Seeded mazes, roguelike dungeons and cellular caves, each with the path and placement queries a game needs and a tile grid ready to draw."
url: https://phaser.io/packs/levelgen
site: Phaser - https://phaser.io
---

# Level generators

Mazes, roguelike dungeons and caves, generated from a seed. Each comes with the questions a game asks of its level
(where can I move, what is the route, which room is the boss's) and exports a grid of floor and wall tiles ready for a
tilemap.

## What it does

Each generator is an object you create once; generation runs straight away, and from then on the level is plain data you
read every frame. Through `game.levelgen` the seed defaults to the game's own, so a level replays; pass a number or a
string to choose one. The same seed and options always give the same level.

A **maze** is a grid of cells with a wall on every edge, carved by one of ten algorithms that each give a different
character: the recursive backtracker's long winding corridors, Prim's and Kruskal's bushy branches, Wilson's and
Aldous-Broder's uniform texture, recursive division's roomy halls, and more. `braid` opens a share of the dead ends into
loops so there is more than one route, `rooms` carves open spaces, and `exits` punches openings in the border. The maze
answers `canMove`, `path`, `distanceField`, `directionTo`, `directionToExit` and `deadEnds`, and exports either thick
tiles or thin wall segments for line drawing.

A **dungeon** places rectangular rooms, joins them into one connected network with extra corridors for loops, and
detects the doors. It tags its rooms: the start in the top-left, the boss room furthest from it, junctions where three
or more corridors meet, and treasure rooms at the dead ends. A **cave** fills the grid at random, smooths it by a
majority rule into natural caverns, keeps only the largest one, and finds the two floor cells furthest apart for an
entrance and an exit.

## Features

- **Ten maze algorithms** — `backtracker`, `prim`, `kruskal`, `wilson`, `aldous-broder`, `hunt-and-kill`, `eller`,
  `recursive-division`, `binary-tree` and `sidewinder`.
- **Braiding, rooms and exits** — loops for multiple routes, open rooms carved in, and border openings by count or by
  side.
- **Maze queries** — movement tests, shortest paths, distance fields for many chasers, a hint arrow to the nearest exit
  and every dead end.
- **Dungeons with tagged rooms** — start, boss, treasure, junction and normal, with room lookup by tag or by cell.
- **Doors** — detected where one-tile corridors meet rooms, with their own tile value if you want one.
- **Cellular caves** — tunable fill, smoothing passes and wall threshold, the largest cavern kept.
- **Entrance and exit** — `farthestPair` for two far-apart cave cells.
- **Tile grids** — `tiles()` with your own wall and floor values, for tilemaps, collision, fog and movement.
- **Seeded** — numbers or strings, so a daily level or a shared code always builds the same map.

## Good for

- **Roguelikes and dungeon crawlers**, with a fresh dungeon each run and a boss room to reach.
- **Maze games**, with braided loops so there is more than one way round, and a hint arrow to the exit.
- **Mining and cave exploration games** with organic caverns and an entrance and exit far apart.
- **Daily challenges** where everyone plays the level from the day's seed.
- **First-person or 3D mazes**, standing a box on every wall tile.

## Make it yours

Mazes take a size, an algorithm, a seed, a braid fraction from 0 to 1, rooms by count or by size range, and exits by
count or by side and position. Dungeons take a size, a seed, room attempts, minimum and maximum room sizes, the margin
between rooms, extra connections and corridor width. Caves take a size, a seed, the fill probability, the number of
smoothing passes, the wall threshold and whether to keep only the largest cavern.

Two very different levels: a sealed perfect maze from the backtracker for a puzzle with one solution; and a loopy 60 by
40 dungeon with three extra connections, the player dropped in the start room and the exit in the boss room.

## A quick look

A maze, a dungeon and a cave, each with the queries a game uses:

```ts
const maze = game.levelgen.maze({ cols: 20, rows: 15, algorithm: 'prim', braid: 0.3, rooms: 2, exits: 2 });
const grid = maze.tiles();                        // 0 floor / 1 wall, 41×31
const dir = maze.directionToExit(c, r);           // 0 N · 1 E · 2 S · 3 W · -1 none
const dungeon = game.levelgen.dungeon({ cols: 60, rows: 40, seed: 'level-1', extraConnections: 3 });
const start = dungeon.roomsByTag('start')[0]!, boss = dungeon.roomsByTag('boss')[0]!;
const route = dungeon.path({ col: start.cx, row: start.cy }, { col: boss.cx, row: boss.cy });
const cave = game.levelgen.cave({ cols: 80, rows: 50, fillProb: 0.46, iterations: 4 });
const [entrance, exit] = cave.farthestPair();
```

## Works with

- `tiles-2d` — draws and collides with the tile grid.
- `fog` and `visibility-2d` — fog of war and line of sight over the walls.
- `grid-move` — moves things through the cells.
- `maths` — the source of its seed hashing, bundled with it; part of every core bundle.
- `nav` — for weighted or diagonal routes beyond the generators' own paths.

## Good to know

- Generation runs on the CPU when the object is made: a 200 by 200 cave or a Wilson maze past 60 by 60 takes a moment,
  so build it on scene entry or behind the loading screen.
- A maze's tile grid is twice its cell size plus one: a 20 by 15 maze is a 41 by 31 map.
- Paths are four-way breadth-first searches; for weighted or diagonal movement use a flow field or your own A*.
- Doors are detected only with one-tile corridors.
- It draws nothing; pair it with `tiles-2d`.

---

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