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How to Generate Infinite Dungeons in Your Games

O

Orange Ember Studios

June 17, 2026

How to Generate Infinite Dungeons in Your Games

🎮 Orange Ember Studios | How to Generate Infinite Dungeons in Your Games

Blue Prince made it clear: you don't need fixed levels. With procedural generation, every playthrough is a unique spatial puzzle. That's how we do it.

⚙️ The Concept

A procedural dungeon works in 3 steps:

  1. Generate rooms in random positions
  2. Connect overlapping rooms
  3. Ensure everything is accessible

The magic is in controlling the chaos: a fixed seed for reproducibility, but with enough randomness so every playthrough feels different.

🚀 Implementation in GDScript

GDScript
class_name Room
var position: Vector2i
var size: Vector2i
var doors: Array[Vector2i] = []

func overlaps(other: Room) -> bool:
    var self_rect := Rect2i(position, size)
    var other_rect := Rect2i(other.position, other.size)
    return self_rect.intersects(other_rect)

func connect_rooms(a: Room, b: Room) -> void:
    var door_pos := (a.position + b.position) / 2
    a.doors.append(door_pos)
    b.doors.append(door_pos)

func generate_dungeon(width: int, height: int, room_count: int) -> Array[Room]:
    var rooms: Array[Room] = []
    var attempts := 0
    var max_attempts := room_count * 10

    while rooms.size() < room_count and attempts < max_attempts:
        attempts += 1
        var new_room := Room.new()
        new_room.position = Vector2i(
            randi() % (width - 10) + 1,
            randi() % (height - 10) + 1
        )
        new_room.size = Vector2i(
            randi() % 8 + 5,
            randi() % 8 + 5
        )

        var valid := true
        for existing in rooms:
            if new_room.overlaps(existing):
                valid = false
                break

        if valid:
            rooms.append(new_room)

    for i in range(rooms.size() - 1):
        connect_rooms(rooms[i], rooms[i + 1])

    return rooms

🔑 Why It Works

Blue Prince's "trick" isn't just random — it's controlled random: — Rooms with predefined shapes but randomly distributed — Guaranteed connectivity (you never get stuck) — Each dungeon is a solvable spatial puzzle

💡 How We'd Use It

We envision a roguelike with 10-20 room floors. Each floor has a theme (dungeon, mansion, labyrinth) but the layout changes. Combine this with a dialogue system and you get infinite replayability.

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