
Dungeon Alchemist is mapmaking software for tabletop RPG's that enables you to make amazing, high-quality maps in seconds!
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About
Ever felt uninspired, technically challenged or just bored when creating your game maps? Dungeon Alchemist is a mapmaking application for tabletop RPG's that enables you to make amazing, high-quality maps in seconds! Simply pick a theme, start drawing, and Dungeon Alchemist creates high-quality maps you can print, share, or use in your favourite Virtual Tabletop Application. Walls, floors, objects and lighting are generated for you automatically, so you can focus on the big picture!
Dungeon Alchemist comes jam-packed full of exciting and inspiring objects and settings. Start your mapmaking adventure by picking one of our themes.

With just a few clicks, Dungeon Alchemist will conjure a beautiful landscape that will inspire you and your players. You choose the theme of each room, and Dungeon Alchemist will do the rest. Don't like what you get? Just press the randomize button and Dungeon Alchemist's procedural algorithms will generate ever new rooms for you.
You can tweak your map to your heart's content. Add, scale, remove and rotate objects, move doors, change floor tiles, recolor potions, set things on fire and so much more!
Dungeon Alchemist does not use any generative AI/LLM's for its room generation. All procedural algorithms are developed in-house and only use content generated by our own, paid artists.
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Reviews
Themes across 807 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dungeon Alchemist is hands down the best map-making tool out there. Whether you're a seasoned DM or just someone who loves tinkering with worldbuilding, this software delivers. The level of customization is insane, from terrain and lighting to objects and room types, and it's all incredibly easy to use. The UI is intuitive, the tools are powerful, and the results look fantastic with minimal effort. One of its strongest features is how system-agnostic it is. You’re not tied to any particular RPG system, and it plays nicely with virtually all VTTs. Exporting your maps to Roll20, Foundry, or even printing them out is straightforward. You can also import your own assets if you're feeling creative, or browse an active community hub to download and share content. It’s honestly one of the most fun and rewarding tools I’ve used in my TTRPG sessions. If I had to nitpick, it would be the lack of different visual styles. I’d love to be able to switch between fantasy, sci-fi, cel-shaded, or even cartoon styles on the fly. Not a dealbreaker by any means, but definitely a feature I hope gets added in the future. Even if you’re not actively running a game, Dungeon Alchemist is just fun to mess around with. Highly recommend it, not just for GMs, but for anyone who enjoys worldbuilding or digital creativity.
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 809 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
An early access tool that costs the price of a triple A game with ignorant oversights that should have been patched well before this point. Pathetic. No eye dropper tool, the controls are janky as hell, no free form option for creating walls. Some of the tools have preview notes when you hover but some dont. Placing objects like bridges can completely screw up the height of the environment. Horrible experience. You're paying 45 dollars for a module that automatically generates interiors and has *graphics*. For that amount of money Id expect this to be much more fleshed out and much more convenient. Especially being in early access for 3 years. How this has 1600 very positive reviews I will never understand. Save your money and go find something online. The developers should be ashamed to try to sell you this steaming pile. And this review is coming from a MICROSOFT product so you know I know what trash is.
I've been running an entire custom campaign using almost entirely DA maps I've made. Its gotten to the point where its faster for me to make a battle map in DA for my party than it is to try and pull a png of a location they are just roleplaying in off the internet. The quality is great, the speed is great, and every update adds even more great features. Is it perfect? No it isn't. Theres lots of problems, but its early access and still in development. My party went into an upity tavern I made for them and got thrown out. I spent 5 minutes to make a new dinky tavern for them to go to instead (hopefully they don't get thrown out of that one). Its crazy how fast it is.
отличная штука если вы хотите снять стресс и создай пару карт. необходимая вещь если вы ведёте НРИ в роли мастера. куча карт, которые создали и выложили талантливые ребята. хотите форт гоблинов - легко. хотите труп - легко. хотите многоуровневое подземелье - легко! я как мастер взял несколько карт, внес в них правки за 10 -20 минут и готово. и теперь мне не надо тратить несколько часов для создания карты с нуля. высокое разрешение, легко портировать на все площадки, апдейты, красочность и многое другое! это вам не dungeonscrawl или что-то подобное. высокохудожественные карты с кучей деталей! поэтому не жалею что купил :) тем более скидка была. рекомендую! PS: если кто играет в ДНД или другие НРИ пишите зарубимся вместе. Пишите только в личку. не слежу за комментами
Honestly this is the best map building tool I've come across. Everything looks great, and you can tell the game to build rooms for you if you're in a hurry - or (if you're like me) micromanage every little detail, from walls and floors to furniture and decor. It'll take some practice to get the hang of the UI, but it's pretty intuitive.
Dungeon Alchemist is, in my experience, an exceptional tool. It improves steadily with each update, and the development direction is clear. New features are not superficial. They expand real use cases and solve practical problems for map creators. One of the strongest aspects is support for custom assets. This matters. When I have a specific idea and the official library falls short, I can extend it instead of abandoning the concept. The community around custom assets also deserves recognition. The quality is consistently high, and it meaningfully increases what the software can do. I hope this ecosystem continues to grow. The built-in map library is another major advantage. I do not always want to start from scratch. Sometimes I need inspiration or a quick base. Being able to browse, pick a map, and then modify it to fit a specific setting saves time and effort. Editing existing maps is smooth enough to make iteration practical, not frustrating. From a Game Master perspective, the tool is very effective. Creating battle maps is fast. Creating atmospheric maps is even faster. The ability to generate a scene and then capture it in 3D for immersion adds real value. It improves presentation at the table and supports storytelling without requiring additional tools. That said, there are limitations. The room system feels rigid. Working with walls can be unnecessarily restrictive. A more flexible approach, similar to systems like The Sims 4, would significantly improve usability. Moving walls, resizing rooms dynamically, and having attached objects follow those changes would reduce friction and speed up design. Another issue is the lack of custom brushes. At the moment, placing multiple objects requires repetitive manual work. There is no efficient way to group, copy, and reuse small compositions. This becomes tedious over time. A system for creating custom brushes, even temporary ones, would solve this. The ability to share brushes between users would push this even further and strengthen the community. There is also a missing layer in terms of scale. Dungeon Alchemist focuses on local maps: interiors, battle maps, small environments. It does this well. However, there is no real support for world maps. Expanding into this area would unlock significant potential. More control over textures, blending, brightness, and especially the option to import custom textures would allow users to build cohesive worlds, not just isolated scenes. Right now, creating that larger context requires external apps. That means additional cost and a fragmented workflow. Dungeon Alchemist is already a powerful application. It is reliable, improving, and genuinely useful in active game mastering. With more flexibility in building systems, support for reusable object groups, and expansion into world-scale design, it could become a complete environment creation platform rather than just a map generator.
I cannot recommend this tool. It does produce pretty diorama, which seem to be the most popular kind of map. It doesn't make the best usable dungeon maps. A lot of the times it likes to crash when I save files too, which can set me back many hours on a project and makes my session planning pure agony. This has happened multiple times, as such, I cannot suggest it. Shame, it has a lot of promise and I really did try to give it the best chance. Too many hours lost, too many migraines.
So I got this to help make battle maps for my Pathfinder campaign and honestly, for the price, I’d give it a miss. The way you generate rooms, and the fact everything is tied so heavily to squares, really limits the kinds of maps you can make. It’s very rare that I actually need a perfectly square room, and the results often end up looking very artificial and boring rather than like real places. Having a way to create more organic room shapes and layouts would massively improve the quality of maps you can build. I also found there’s nowhere near enough variety when it comes to themes and room types. If you need a tavern or a basic house, it’s fine, but honestly there’s already loads of generic tavern maps online. I could just grab one someone else has already made. What I actually need is the ability to create specific dungeons and unique encounter spaces that look interesting, and Dungeon Alchemist just doesn’t make that easy. I’m sure if you spend a long time fiddling with it you can eventually get something passable, but that defeats the whole point of the software. The appeal is supposed to be saving time and quickly generating usable maps. I also tried using it for exterior spaces, thinking maybe it would at least be useful for forest encounters or outdoor travel maps, but even there it falls short. The software doesn’t properly export wall and line-of-sight data for things like trees and rocks — only for actual buildings you place. Realistically, that makes it no better than just downloading a random forest map online, because I still have to manually do all the line-of-sight setup myself afterward. For a virtual tabletop workflow, that’s a pretty major downside, and overall I just don’t feel like it saves me any meaningful amount of time.
Longtime DM here (as in I've been running games for decades - my last campaign went weekly for 4 years and my current campaign is in Year 2 and going strong). I've been watching the development of Dungeon Alchemist for a while and was pretty excited to see it was available. But you know, gotta be smart about such things. So I downloaded the demo to try it out... I toyed around with the demo for roughly 90 seconds and then bought the full version without hesitation or reservation. Dungeon Alchemist revolutionizes my approach to making battle maps and drops my prep time by roughly 90%. I do have a gaming table (dropped a screen into an old dining room table) and I cannot wait to use this for all of my map making needs. Being able to export as either a .jpg or .mp4 is simply... wow. I realize that my current time played is next to nothing, but I guarantee you it will grow by leaps and bounds over time. If you're unsure, give the demo a try. The full version is even better.
One of the best mapmaking tools I've touched before. People flake on the AI of it and that's fine, it's not perfect. But for what it offers, honestly unparalleled. Note for devs: PLEASE ♥♥♥♥ make the "Create brush from selected object" function for underwater and not just blatantly ignore everything but flat terrain. please. this feature could be SIGNIFCANTLY improved if it was just unlocked and usable on all terrains even if it doesn't do it super well. If I want to put 500 bushes in the water to make plantlife under it, please do not make it inconvenient to attempt, I still have to manually place it now.
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