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Thank you! The generation is actually fairly lightweight. It uses randomized room placement and connections, with the different settings constraining things like layout, room density, and overall dungeon structure. I built it more around controllable procedural variation than one big complex algorithm.

is the source open?  just out of curiosity... i like learning how different people approach the problem

(+1)

Not at the moment, no. I haven’t released the source publicly, but I’m happy to talk about how I approached the procedural generation and the logic behind it. I totally get the curiosity, because there are a lot of different ways to tackle dungeon generation. Unless you want to hear how frustrated I was. Making something that others all the while I could myself is also a topic.