A few tiles. Entire worlds.

Draw a wall, a floor, and a door. PIXL generates a full dungeon that tiles seamlessly — every edge lines up, every transition makes sense.

How it works

PIXL uses Wave Function Collapse — an algorithm that looks at the edges of your tiles and figures out which ones can go next to each other. You define the pieces, PIXL assembles the puzzle.

Describe scenes in plain language

Instead of placing tiles by hand, describe what you want: “a dungeon with a boss room in the southeast corner and a corridor connecting the entrance to a treasure room.” PIXL turns that into placement rules and generates a map that fits.

Wang tilesets — instant terrain transitions

Creating all the transition tiles between grass and water (or wall and floor) is the most tedious part of tileset art. PIXL generates a complete set in one command — 15 tiles for smooth top-down terrain (dual grid) or 47 tiles for complex wall systems (blob 47). Every tile gets correct edge classes for seamless WFC generation.

Guaranteed contradiction-free

PIXL can verify that your tileset is sub-complete — meaning WFC will never get stuck, no matter how large the map. When your tileset passes the check, map generation is guaranteed to succeed on the first try. No retries, no backtracking.

Game engine export

Generated maps export directly to the formats your engine expects:

  • Tiled — .tmx tilemaps, ready to load
  • Godot — TileMap resources
  • Unity — tile palettes and grid data
  • TexturePacker — sprite atlas with JSON metadata

Sprite atlases

All your tiles and composed sprites get packed into optimized atlases with TexturePacker-compatible JSON metadata. One image file, one JSON file — works with 48+ game engines and frameworks.