Unity
Frigga - Procedural Dungeon, Level & Map Generator
$35
Rated 5.0/5 from 6 ratings on Unity.
Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $35. The latest store price is $35, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $35 | Latest store price |
About Frigga - Procedural Dungeon, Level & Map Generator
- Tools, Systems & Learning > Development Tools & Automation
- Tools, Systems & Learning > Level & World Building
Work the way you prefer: generate procedurally, hand-author with the built-in Level Editor, or combine both. Frigga ships with layout generators for different terrain types, an extensible API for custom generators, and deterministic seeding so every seed reproduces exactly - across platforms and Unity versions.
Getting Started Video | Docs | Join Discord
Generate the map you need
From natural islands and cave networks to organic dungeons and open overworlds - Frigga covers a wide range of 2D maps and terrain types:
* Procedural terrain - islands, forests, biomes, overworlds
* Caves and dungeons - winding corridors, cave networks, organic dungeon maps
* Your own generator - extend Frigga with custom generators via a clean API
Each generator comes with sensible defaults and deep configurability. Need something specific? The Level Editor lets you paint levels by hand - or mix hand-authored Structures into procedurally generated maps. See Demos →
Decorate your map with the Theme Engine
Torches appear on walls. Trees grow only on grass. Moss creeps across old stone. The Theme Engine handles all of this through placement rules you set up in a dedicated editor - similar in spirit to Unity's Rule Tiles, but expanded to work across multiple layers.
Mix handmade design with procedural power
Need guaranteed features like a spawn area, boss arena, or treasure room? Structures are hand-authored chunks placed into generated levels - with control over where they appear, how often, and how far apart they sit.
Designed for modern Unity workflows
* Fully supports Unity 6
* Runs in the editor or at runtime
* Works with both Tilemaps and GameObjects
* Easy Collider and NavMesh integration
* Deterministic seeding - same seed, same level on any platform or version
* Extensible with custom generators, post-processing, and generation hooks
* Great for 2D levels and some 3D tile-based setups
* Comprehensive documentation + full source code
Building strict room+corridor dungeons (Enter the Gungeon-style)? Our other asset, Edgar Pro, is built specifically for that. Frigga is built for organic, natural-feeling levels and maps - whether procedurally generated, hand-authored, or a mix of both.
Getting Started Video | Docs | Join Discord
Generate the map you need
From natural islands and cave networks to organic dungeons and open overworlds - Frigga covers a wide range of 2D maps and terrain types:
* Procedural terrain - islands, forests, biomes, overworlds
* Caves and dungeons - winding corridors, cave networks, organic dungeon maps
* Your own generator - extend Frigga with custom generators via a clean API
Each generator comes with sensible defaults and deep configurability. Need something specific? The Level Editor lets you paint levels by hand - or mix hand-authored Structures into procedurally generated maps. See Demos →
Decorate your map with the Theme Engine
Torches appear on walls. Trees grow only on grass. Moss creeps across old stone. The Theme Engine handles all of this through placement rules you set up in a dedicated editor - similar in spirit to Unity's Rule Tiles, but expanded to work across multiple layers.
Mix handmade design with procedural power
Need guaranteed features like a spawn area, boss arena, or treasure room? Structures are hand-authored chunks placed into generated levels - with control over where they appear, how often, and how far apart they sit.
Designed for modern Unity workflows
* Fully supports Unity 6
* Runs in the editor or at runtime
* Works with both Tilemaps and GameObjects
* Easy Collider and NavMesh integration
* Deterministic seeding - same seed, same level on any platform or version
* Extensible with custom generators, post-processing, and generation hooks
* Great for 2D levels and some 3D tile-based setups
* Comprehensive documentation + full source code
Building strict room+corridor dungeons (Enter the Gungeon-style)? Our other asset, Edgar Pro, is built specifically for that. Frigga is built for organic, natural-feeling levels and maps - whether procedurally generated, hand-authored, or a mix of both.