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A member registered 2 years ago · View creator page →


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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).

Yes, the countryside is quite boring. That's because it's a city generator, not a general map generator which place 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

  1. It doesn't happen too often because that's exactly the criteria for a market placement: to be not adjacent to the central plaza. When there are no better place for it though, it does get accepted. I can change it to discard such layouts but it will increase generation time...
  2. I agree with you, but with the current algorithm there is not much I can do about it, hopefully I'll find a way to fix it

Not yet but it will be added later

HTML version is added: https://watabou.itch.io/mansion-html-version

password: html

Thanks for the comments guys!

This is what I'm going to add to the game:

  • Restart button to the both defeat and victory screens
  • Simple sound effects (bfxr ftw!)

These are small changes and I hope it's not against the rules of the challenge.

I doubt I'll be able to squeeze a tiny tutorial into it though, but maybe an overlay with labels like "Action points", "Your health" etc in the beginning of the game will be enough?

Posted in Fonts

It's my own pixel font (originally created for Myst) . I'm going to keep using it for UI and use some other more appropriate font for labelling the map.

Cheers! I mention exporting here (there is no such feature yet). The source code will be opened later (someday:))

Thanks! These are pretty cool generators. Not sure about linking, but maybe one day I'll implement my own stats (and names and all other things) :)

Thanks for a long and interesting post, sorry for not replying to it earlier! Answering to your question at the end of it: some of your suggestions can be implemented and the others... can be implemented too, but not in this life :)

First of all please note that this generator doesn't try to model a city. It just generates images which look (from afar) like maps of medieval cities. For example it was too time-consuming (for me to code, not for the generator to generate:)) to create realistic layout of small streets, so instead I used simple randomised bisecting of blocks to create an appearance of chaotic alleys. And it works if you don't look too closely. As a matter of fact there are no individual buildings, only plots of land. That's about "small castles", "noble dwellings" in slums etc. I hope to add houses to these plots later, but I don't have a clear idea how to do it yet. Then I will assign functions to all them, populate them with citizens, create biography for every citizen etc :)

  • Local temples and fountains. As I said currently there are no buildings except the main temple and the castle, but since I have the main temple, I can appoint one of larger polygons inside a ward to be a local temple with a small square in front of it and a fountain/well. It should make ward layout look more... meaningful?
  • River and canals. Yeah, I was going to place the river outside of the walls. It's an interesting note about one bank being muddier than the other. I just couldn't remember any city with a large river going through the walled area. I'm sure people will ask for such option :) Neither I remember a city with a network of canals. When I say I don't remember this or that it doesn't mean I don't believe it happens. It just mean I don't have a picture in my mind and because of that it's harder for to reproduce it with the generator.
  • Towers. I can't remove most towers, because without them the walls on the map don't look like walls :)
  • Multiple walls. That would be nice. The problem is that as far as I can judge, my cities are just too small, much smaller than real cities were. Even my "large cities" hardly have place for multiple rings of walls. I need to think what I can do about it...
  • Harbours. Yeah, I think that's how they are going to look more or less. Except walls. Were they walled at all?

I'm currently working on it. Disabling the castle is not a problem of course, adding UI for it (and all other options)  is a more serious thing

Posted in Exporter

Yeah, I guess it's possible. JSON or something...

Thanks! Implementing an editing mode is a big task though an interesting one. Maybe I'll try it later on a more stable stage of development. Same for forking: now when I add any new feature it leads to massive refactoring and maintaining open source would be a pain.

Ok, got it. Yes, you can use a map made with MFCG in the way you described. Crediting me/MFCG would be nice. Don't forget to donate if you get rich from that :)

I'm going to try it but probably it will work only in relatively large cities, we'll see

To be honest I'm not sure what are you talking about. Is it like you take a map produced by the generator, turn it into a board map and sell for a lot of money? :)

Commented here on the most frequent suggestions and mentioned smaller wall-less towns there, but I'm afraid villages need their own separate generator, because they are quite different from towns/cities. It shouldn't be too hard though, maybe I'll try it when I get tired of cities :)

Commented here some suggestions

Thanks guys! I wrote a post where I commented on some of the most frequent suggestions including the ones mentioned here: https://watabou.itch.io/mediev...

Thanks for the review! I agree about the feeling of unfairness and I'll try to fix it without just raising chances to spawn runes (I have a clever idea for that :))