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A member registered Oct 31, 2014 · View creator page →


Recent community posts

The source code of the generator (MFCG) is available here. I'm not planning to open the code of Toy Town, because it's such a mess and there is nothing technologically interesting in it anyway.

Do you mean there is a wall on the first generated map, but not on the second? It means that you have Settings>Layout>Random checked. You can uncheck it and choose features you need (walls, castle, river etc).

It's still [SPACE] :)

Posted in Villages

Could you provide an example so I could clearer idea what current maps lack?

I am considering it. I don't think regular maps really need it (it also raises a questions how to visualise terrain), but it's essential for 3d-view: https://imgur.com/a/JnDae

With the non-itch.io version of the generator you can copy an url to build exactly the same city later, given that you don't change layout settings. For example this http://fantasycities.watabou.ru/?size=9&seed=1507880450 will produce a small town with a river coming across it (river=on, coast=off, castle=on, walls=on).

Toy Town contains a limited version of the generator, which doesn't support url parameters (and it wouldn't work on itch.io anyway). And yes, it always builds medium-sized towns (12-23 districts), because the renderer is to slow for large ones.

Thank you. Right now there is no way to run this thing with a specific seed. Later when it is merged with MFCG, it will be possible to do it similarly - using the seed parameter in url.

Do you mean labelling each building with a number? Assigning a number to a building is not a problem of course, but drawing all these number... Even in a small town there are usually more than 50 buildings (just counted :)). A large town may consist of hundreds houses, so it would affect performance badly. I'm gonna think what I can do about it

Here is my comment where I outline how the generator works: link. It's rather old and since then I've added many features, but the general approach is still the same. 

Unfortunately creating bitmap images larger than ~8MP is problematic. If you really need a higher resolution you should consider SVG export (although I realize that SVG may be harder to edit).

It's beyond the scope of this generator, but if there will be a real app, it will have a feature similar to the one you described.

Posted in Names on export

Ok 👍

The source code of the generator itself is here.

Replied to Fergo in Toy Town comments

That would look nice, but with my current tools it's not trivial to implement. One more reason to think about switching to Unity3D


Yeah, now I'm thinking about making a city-based rpg or something :)

I think there are 2 main reasons for that: lack of terrain elevation and simplistic buildings. I'm not planning to address the latter right now, but the former will be the main focus of the further development.

Thank you!

Are you talking about your TOWN? It is quite impressive! I'm considering porting my project to Unity3D too, because with Away3D I spend much more time on fixing some minor issues with 3d than on generation itself


I am hoping to - this way or another

I'm considering porting it to UE4 so who knows :P

Thank you! I will keep this use case in mind.

Thanks, it will be fixed tomorrow.

One second per map is bad not because you'll have to spend 100 seconds to generate 100 maps, but because it feels like unresponsiveness. Probably I'll try to produce nicer maps making aerial  snapshots of 3d models, they work better than I expected.

Export has arrived! Without wards names, sorry...

(Edited 1 time)

Here is link to a well-written answer on reddit: https://www.reddit.com/r/DnD/comments/6qq0v2/medieval_fantasy_city_generator_now...

But is it really 30-40%? That's indeed too much, I'll check it.

Thanks you! There is no export in the current version, but it will be added in the next update (at the beginning of the next week I guess).

(Edited 2 times)

Yes, the countryside is quite boring. That's because it's a city generator, not a general map generator which places a city in the center :) . So anything that concerns things inside the city has a higher priority for me than anything outside... And there are just too many things inside that need to be improved/fixed/implemented.

Also, as much as I want to generate good looking maps,  drawing (not generating) is a bottleneck right now - it takes like 100ms to generate a large city and 1000ms to draw it (approximately). Obviously adding gradients would make things worse performance-wise. I hope to fix it somehow, but for now...

Posted in My ideas! ♥


  • Customizable colors - I thought about it and maybe I'll implement it, but I'm not planning to extend the current 4-colors palette (paper, light, medium, dark) so I doubt it will make much difference.
  • Different patterns/textures for different districts - If you are talking about patterns of alleys than they are different already. Merchants are quite similar to Craftsmen (a bit larger, a bit less chaotic), but Military and Administrative for example are easily distinguishable from the rest of the wards. If you are talking about actual bitmap textures then it's far beyond the scope of this app :).
  • Labels for different types of Residential areas - The fact is there weren't real residential areas in medieval cities. Craftsmen and merchants ( i.e. most of the population) lived and worked at the same place, for example at the back of a workshop or at the second floor above a shop.
  • Could we have Shrines as well? Dotted across the city! - It's a popular request, but I don't know how to mark them if they are as small as a regular houses... Also why temples/shrines and not tavern for example?
  • Public gardens/parks - The largest cities do have parks in spite the fact that it's totally unrealistic :)
  • Outside the city - There are some farms and there used to be forests, but I removed them. Maybe one day after finishing with cities I'll populate countryside with more meaningful stuff :)


Cities larger than 40 wards don't look realistic imo. But you can still create one setting the size parameter in the url like this:


Probably tomorrow :)

Hi! What os and browser do you use? Does the same happen to http://fantasycities.watabou.ru version?

I'm going to implement an export to PNG with some decent resolution (2560x2560 or so), it should help to some extent. A bit later there will an export to SVG

Posted in Options?

The latest version (published ~an hour ago) allows you to specify some of the city features (coast, castle etc), more will be added later. Rivers will be the theme of the next big update (I hope).

I hope to implement rivers in the next big update.

(Edited 1 time)

Actually I tried that and the problem was that it seriously messes with streets, maybe because cities the generator produces are just too small to accomodate a castle inside them. I'll try to resolve it somehow because it's a really popular request.

It's a town/city generator, not a general map generator. For this reason I don't care much about anything beyond its borders and farms are there only to make an empty space around a bit less empty :). Waterbodies are different of course because they affect a city shape, but forests do not. In the beginning I considered  adding a heightmap to generate a city according to it but then rejected the idea (for many reasons).

I'll try to fix temples in future versions, because their often wrong size is not the only wrong thing about them...

(Edited 1 time)


  1. Do you want to have just some of the wards to be labelled? Because you can hold the SPACE to show all the labels (and take a screenshot with them displayed). In general I consider these labels to be a rather insignificant feature because apparently people prefer to name the districts differently anyway.
  2. There will be SVG export later (soon)

Too late: coasts are already implemented :P

Good timing - updated ~2 hours ago :)

It will be added later, after implementing waterbodies and rivers