Draw a room as a text grid — # for wall, . for floor — and get a lit 3/4-view pixel room: wall caps and their outlines, wall faces, side faces and every shadow are derived by rules, not drawn by hand. Then export it as a tileset and a tilemap your engine can load.

What you get — Rooms from rules: walls, caps, faces and shadows come from the grid, a palette and where you put the light. Looks you can swap: 12 presets, 128 palettes, 24 floor styles, 18 wall faces — every pixel is indexed, so a palette swap is exact. Your own art in: import a sheet of floor tiles or wall strips; the tool reports exactly what it kept, trimmed or quantised. Exports for real engines: PNG + tile sheet + Tiled map + JSON with collision, wall bases and layers; a reusable autotile set with a 47-tile Wang set for Tiled; manifest and keys for Godot, Unity or anything else; 16, 32, 64 and 96 px. A game built only from the export: the dungeon crawler example loads nothing but the exported files.

Honest about what is exact — The room export is exact by construction. In the reusable tileset, caps and side faces are exact for every look; floors and a few faces are sampled — and the manifest says which. No AI generation anywhere in the pipeline: rules in, pixels out.

Free and open — Runs entirely in your browser; nothing leaves your machine. Code Apache 2.0, bundled art CC BY 4.0, and what you export from your own art is yours. Source and docs: github.com/walterreid/2d-pixel-room-builder

Written by Walter Reid — Source code available if people are interested. Just let me know in the comments.

Development log

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Anything the 2d pixel room builder is I'm missing? Let me know and I'll add it!