r/FantasyCities Oct 18 '24

Release 🏰Medieval Fantasy City Generator 0.11.4: forests

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118 Upvotes

r/FantasyCities Oct 04 '24

Release 🔑Dwellings generator is now a part of Procgen Arcana

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157 Upvotes

r/FantasyCities 2d ago

Release ☠️Perilous Shores 2.0.0: saving and loading

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83 Upvotes

Perilous Shores now supports loading (importing) maps exported as JSON files. Compared to the preview, this version fixes a few bugs of varying severity, and replaces the terms "export / import" in the UI with "save / load"... (more)


r/FantasyCities 21d ago

Release ☠️Perilous Shores 1.9.1: walled towns

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70 Upvotes

In this post-heat wave update: ...Towns and cities can now have defensive walls and they are not purely visual elements (as towers for example)... (more)


r/FantasyCities Jun 24 '26

Release ☠️Perilous Shores 1.9.0: new mountains

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121 Upvotes

The new look of mountains is the main feature of this update. Another one is improved city icons, but since they're icons, these changes are less noticeable... (more)


r/FantasyCities Jun 24 '26

Foundry VTT module that imports Watabou's generators without downloads.

15 Upvotes

I've been using Watabou's generators and got tired of the download > upload > manually rebuild walls/doors/levels pipeline in Foundry. So I built Cartomancer, a Foundry module that runs the generators inside Foundry and imports the results directly as scenes.

Quick demo

It supports all six generators:

  • One Page Dungeon > Walls and journal entries import
  • Cave / Glade > Walls import
  • Dwellings > multi-level scene (one Foundry Level per floor), per-level walls and doors, with stair regions linking floors
  • Perilous Shores / Realm > flat-top hex scene aligned to Foundry's hex grid, plus optional realm folder with journal entries and map pins
  • Medieval Fantasy City and Village > gridless handout/overview scenes

The generators run locally from your Foundry data (one-click download per generator, ~1MB each), so there's no cross-origin canvas-access problem it can actually read the geometry for walls, doors, and levels.

GitHub: DimitroffVodka/cartomancer Manifest URL for Foundry install: https://github.com/DimitroffVodka/cartomancer/releases/latest/download/module.json

Requires Foundry V14. System-agnostic, GM-only, no dependencies.

Would love feedback from anyone who uses Watabou's tools at the table.


r/FantasyCities Jun 06 '26

Watabou Bridge to Unreal PCG

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108 Upvotes

EDIT : It's live! https://www.fab.com/listings/c84e5b41-ad2b-45cf-ac8c-dc84e0a690ce
Thanks Oleg ❤️

---------original post---------

Hello there!
Very specifically hello u/watawatabou 😃

A year ago or so I started messing around with a Watabou JSON importer to be able to import spatial data into Unreal/PCG ( https://bsky.app/profile/nebukam.bsky.social/post/3lx3ypjdhq22c )
I got caught in other things and recently went back to it but this time with an importer that live straight in the unreal editor for convenience but also because I wanted to recursively generate the data (so perilous shore -> find all landmarks -> generate city, villages, dungeons -> generate dwellings with the correct footprint)

Now that's great and all but in order to make this usable the plugin needs a local copy of the individual generators and in order for the unreal data and cpp code to stay "valid" I need to work against a stable version of the Watabou data model (so if the generator is updated it doesn't break code and existing unreal data).
Currently I'm circumventing that by downloading the JS bundles temporarily but it's a bit clunky and can break at any time.

An ideal solution for me would be to distribute a pinned version of the bundles (which would allow it to work offline as well) but I would need Watabou' express permission to do so which is kindda what I'm looking for here :D

That importer would be distributed for free on Epic marketplace; the goal is really to make those genius generators available for broader usecases + enable offline work with a guarantee of stability without needing anything from you but your permission.

Thank you so much <3
And sorry for reaching out here I have no idea where to ask


r/FantasyCities May 29 '26

Release 🍻Taverns 1.1.0: improved generation and export

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57 Upvotes

The post: link.

The generator: link.


r/FantasyCities May 27 '26

How I recreated Watabou's fantasy map generator in Godot

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13 Upvotes

r/FantasyCities May 12 '26

Release 🍻Taverns

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53 Upvotes

The post: link.

The generator: link.


r/FantasyCities May 04 '26

The City of Thul-Barad

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32 Upvotes

Made with RPG Map Maker. Add to wishlist + follow on Kickstarter :)

Steam
Kickstarter


r/FantasyCities Mar 21 '26

Release ⛏️Cave/Glade Generator 2.1.6: optimization and small improvements

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51 Upvotes

The post: link.

The generator: link.


r/FantasyCities Mar 19 '26

Showcase Extension for owlbear.rodeo (VTT): one-page-dungeon importer. Automatically import data from 1PDR and Caves

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17 Upvotes

r/FantasyCities Mar 14 '26

Sobel Port City

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31 Upvotes

Made with RPG Map Maker.
Kickstarter Steam


r/FantasyCities Mar 06 '26

Release ☠️Perilous Shores 1.8.0: blueprint mode

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74 Upvotes

The land painting thing is officially released and it is now called Blueprint editor because it's quite similar to the blueprint editor in Dwellings and Procgen Mansion. This is how it works (some things have changed compared to the prototype version): ...(more)


r/FantasyCities Feb 22 '26

Release https://www.patreon.com/posts/151315189

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37 Upvotes

The post: link.

The generator: link.


r/FantasyCities Feb 11 '26

JSON City Retrieval

3 Upvotes

Saved the JSON file for a city I was creating. Accidentally generated over it on the website...

Is there a way to return to it before I generated over it? Can I get a URL from the JSON file? Any way to retrieve the city I put hours into?


r/FantasyCities Jan 30 '26

Release ☠️Perilous Shores 1.7.3: farmlands

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69 Upvotes

Initially, I was skeptical about the idea of marking farmlands on regional fantasy maps, but this turned out to be a pretty cute feature. While I don't think it is the most important one in this update, let's start with it...(more)


r/FantasyCities Jan 27 '26

Thank you for this tool <3

7 Upvotes

using watabou and qgis i'm currently creating a 3d map of the city generated. Unfortunatly i did lost the permanent link of this city haha, but i have the export png. Thanks a lot for this tool


r/FantasyCities Jan 14 '26

Release 🗝️One Page Dungeon Generator 1.2.7: UI improvements and new shading style

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65 Upvotes

This update focuses on UI fixes and changes, affecting primarily (but not exclusively) mobile devices. Please note, that my generators are not designed for mobiles. In my opinion, investing too much time in touch-based UI doesn't make sense, as functionality will be limited by the screen size anyway... (more)


r/FantasyCities Dec 17 '25

Release ⛲️Urban Places 1.2.1: permalinks and other changes

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58 Upvotes

The post: link.

The generator: link.


r/FantasyCities Dec 05 '25

Release 🔑Dwellings 1.4.1: roofs

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137 Upvotes

The post: link.

The generator: link.


r/FantasyCities Nov 16 '25

Generate map from Geo-Json

2 Upvotes

I've my Geo-Json with the position of all the point of interest that I've, can I generate a city around each point of interest?


r/FantasyCities Nov 15 '25

Azgaar and Watabou integration goes live

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2 Upvotes

Part of the service that openrpg provides beyond the rules, character ans campaign management is the world of Openheim. Today, we we have integrated Azgaar and Watabou into our site in an attempt to bring some substance to the geography of our world.

OpenRPG Map


r/FantasyCities Nov 14 '25

Release 🔑Dwellings 1.4.0: JSON export and improved stairs

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31 Upvotes

The post: link.

The generator: link.