DA Roadmap - Unreal
In Development
Version 3.7.0
- Room Designer: draw a shape on any surface and pull out walls, platforms and ramps. Non destructive, grid stable, themes apply live as you build
- Snap Grid Flow gets new Module Selection settings to control room repetition, spread selection across the module set and prefer rooms whose doors match the layout. Set Max Instances to 1 for unique landmark rooms
- Create Path node improvements in all flow builders: control where a branch grows out and merges back in, or grow standalone paths (useful for multiplayer maps with team spawn paths)
- Reachability Contracts on the Finalize node declare the routes a finished map must keep open, validated at build time
- Much faster mesh placement with the Instanced setting
- Better layout randomization across all builders, dungeons spread more evenly across seeds
- PS5 shader compiler fixes
In Progress - days away
Room Deisgner
A new way to build rooms: draw a shape on any surface and pull like walls, platforms, ramps. Non-destructive (every shape stays editable, grab a wall later and the whole volume reshapes), grid-stable, and themed live as you build. Ships with a default greybox look; swap any theme and the same room becomes stone, sci-fi, or wood.




Room Designer - In Development
Sculpted dungeon sample kit
A new hand-made modular stone kit (walls, arches, doors, pillars, props) shipped as sample content, plus a sample scene showing a finished-looking dungeon end to end.



Work in progress dungeon kit
Coming weeks
Room Designer content drops
- More built-in themes
- An FPS gameplay sample: design a room, jump in, fight, jump out, reshape it, go again
Ongoing fix batches
Regular maintenance updates driven by Discord and review feedback, report issues and they go on the list.
Coming months
New tutorial series
Ongoing video tutorial coverage of the current toolset on the official channel.

SGF City sample upgrade
The flow-graph-driven city sample rebuilt with real graphics, crowds, and simple gameplay

Modern Game Samples
New game-ready samples showing what finished levels look like with Dungeon Architect driving them. These also serve as a starting point for your own game and for learning how the toolset fits together.
Exploring
Rewrite Engine (in development)
The pattern-rewriting generative system teased on the site, grows layouts step by step from rewrite rules, in 2D and 3D. Being built on the Pattern Matcher; lands when it's ready

Pattern Matcher 3D
Extending the visual rule matcher from 2D grids to full 3D tiles, faces, edges, and corners.

Committed
Unreal Engine 6, day one
DA will support UE6 from day one, with native Scene Graph and Verse integration, developed against the public ue6-main branch throughout Early Access.

Feedback
The fastest way to influence this roadmap is the #dungeon-arch-unreal channel on our Discord, or a review/comment on Fab. If something broke for you, please report it, fixes get priority over features.
Check the unity version's roadmap here: https://blog.dungeonarchitect.dev/roadmap-unity/
