---
title: "RPG world"
package: "@phaser-ae/rpg-world"
tier: Free
version: 3.0.0-0
released: 2026-10-19
updated: 2026-10-19
description: "A role-playing game's whole content as one JSON document, cleaned so it is always valid, and the generators that turn it into an overworld, towns and dungeon floors."
url: https://phaser.io/packs/rpg-world
site: Phaser - https://phaser.io
---

# RPG world

The format a role-playing game is written in, and the generators that turn it into maps. One small JSON document
describes the world, the cleaner makes any version of it valid, and the same seeds build the same overworld, towns and
dungeons every time, in the game and in a design tool's preview.

## What it does

A world document holds everything a role-playing game is made of, as data: a story with a premise, a villain and
acts; regions placed on the map with a biome and an act, each with an optional town and dungeon; heroes with classes,
stats and skills; non-player characters with roles, wants, fears, secrets and lines; monsters with elements, Break shields and drops;
items, skills, quests of ordered steps, and the rules the game is played by. It is intent rather than tiles, so it stays
small and plays the same everywhere.

`cleanWorld` is total: anything world-shaped goes in and a valid world comes out. Unknown names fall to a default,
lists are capped, dangling references are cut, duplicate ids get suffixes, text is trimmed to length and stats are held
to safe ranges, and cleaning a clean world changes nothing. `worldPlayable` lists what stops a world being played. That
makes it safe to play content from an editor, a generator or an agent without checking it by hand.

`worldMaps` builds the maps from the seeds. The overworld lays the regions out as roughened cells filled by biome
rules, with town and dungeon entrances, roads and a start. Each town is one of its layouts, with buildings, a shop, an
inn and a spot for every character who lives there, all reachable. Each dungeon floor comes from the level generator, with rooms, stairs
and roaming monsters, and the boss and a chest on the last floor. The functions are pure and light on imports, so a
design tool draws the same maps the game plays.

## Features

- **One document** — story, regions, towns, dungeons, heroes, characters, monsters, items, skills, quests and rules in
  plain JSON.
- **A total cleaner** — `cleanWorld` turns anything world-shaped into a valid world, and leaves a clean one unchanged.
- **A playability check** — `worldPlayable` names what is missing: regions, a start, heroes or monsters.
- **A generated overworld** — regions as roughened cells by biome, with entrances, roads and a start.
- **Town templates** — six layouts, `village`, `harbor`, `fort`, `city`, `shrine` and `crossroads`, with buildings,
  doors and spots that are all reachable.
- **Dungeon floors** — from the level generator, with rooms, stairs, roaming monsters, a boss and a chest, seen
  top-down or in first person.
- **Built-in vocabularies** — eight biomes, ten dungeon themes, four hero classes, an element wheel of fire, ice,
  lightning and earth, and item kinds, effects and quest step kinds.
- **Caps as options** — by default eight regions, six heroes, 40 non-player characters, 32 monsters, 48 items and three acts, and
  every cap can be changed.
- **Tile tables** — terrain for the overworld, towns and dungeons, each with a name, a colour, whether it can be walked
  and whether encounters happen there.

## Good for

- **Data-driven role-playing games**, played at once with `rpg`.
- **Your own RPG screens** built on the document and its maps, with `party`, `quests` and `turn-battle` for the rules.
- **Design tools and editors** that preview a world as it is written.
- **Content from a generator or an agent**, cleaned before it is played.
- **Settings of your own**: a moon biome, a bard, a light-and-dark wheel or five acts, added through options.
- **Procedural worlds** where the same seeds must always give the same maps.

## Make it yours

`cleanWorld` takes `WorldOptions`: `limits`, `biomes`, `dungeonThemes`, `townLayouts`, `npcRoles`, `questShapes`,
`difficulties`, `itemKinds` (a kind that names an equipment slot is worn there), `itemEffects`, `skillEffects`,
`classes` with their level-1 stats, `elements` and `stepKinds`. Every list replaces the built-in one, so spread the
default to extend it. `worldMaps` takes `MapOptions`: a biome rule per biome, extra `terrain`, a town layout rule per
layout drawn with a small builder, the overworld's `cols` and `aspect`, and the dungeon floors' size, room size, extra
connections and number of roaming monsters.

Two different uses: the default world, a three-act story over a handful of grassland, forest and mountain regions with
the four built-in hero classes; and a world of its own in five acts with the region cap raised to twelve, a moon biome
laid on a regolith terrain of its own, a bard class and a light-and-dark element wheel.

## A quick look

Anything world-shaped cleaned, checked and turned into maps:

```ts
import { cleanWorld, worldPlayable, worldMaps } from '@phaser-ae/rpg-world';
const world = cleanWorld(json);                      // anything world-shaped in, a valid world out
worldPlayable(world);                                 // [] when it can be played, else what is missing
const maps = worldMaps(world);                        // the overworld, every town, every dungeon floor
const id = maps.overworld.tiles[r * maps.overworld.cols + c];   // maps.terrain[id]: name, colour, walkable
```

## Works with

- `rpg` — plays a world as it is.
- `party`, `quests` and `turn-battle` — the rules for a game that builds its own screens on the document.
- `levelgen` — makes the dungeon floors; use it alone for dungeons with no world around them.
- `procgen` — the noise behind the overworld.
- `tiles-2d` — for maps drawn by hand instead.

## Good to know

- Maps are generated from seeds, not authored: a town is one of its templates and a dungeon floor comes from the level
  generator.
- The overworld is one map of regions; there is no travel between continents and no interiors beyond towns and
  dungeons.
- Stats are held to fixed ranges, 1 to 9999 health, 0 to 999 for most and 0 to 99 for speed and luck, whatever the
  limits say.
- A biome or town layout with no map rule builds as grassland or a village.

---

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