Astray

June 22, 2026 · View on GitHub

License: Zlib

Astray is a robust Lua library for procedural generation of mazes, rooms, and dungeons. It provides a flexible system for creating diverse layouts suitable for dungeon crawlers, roguelikes, and other games requiring procedural map generation.

Features

  • Procedural maze generation using modified depth-first search
  • Customizable room placement and connection
  • Configurable parameters for dungeon characteristics:
    • Corridor density and sparseness
    • Room size and quantity
    • Dead end frequency
    • Direction change probability
  • ASCII map output with customizable tiles
  • Support for different cell types (corridors, rooms, doors)

Installation

  1. Copy the Astray folder to your project:
git clone https://github.com/SiENcE/astray.git
  1. Include the library in your Lua code:
local astray = require('astray')

Quick Start

local astray = require('astray')

-- Initialize generator with desired parameters
-- Note: Astray generates uneven-sized maps (e.g., 39x39 from 40x40 input)
local height, width = 40, 40
local generator = astray.Astray:new(
    width/2-1,                -- Map width
    height/2-1,               -- Map height
    30,                       -- Change direction modifier (1-30)
    70,                       -- Sparseness modifier (25-70)
    50,                       -- Dead end removal modifier (50-99)
    astray.RoomGenerator:new( -- Room generator configuration
        4,                    -- Number of rooms
        2, 4,                -- Min/Max room width
        2, 4                 -- Min/Max room height
    )
)

-- Generate dungeon
local dungeon = generator:Generate()

-- Convert to ASCII tiles
local tiles = generator:CellToTiles(dungeon)

-- Print the dungeon
for y = 0, #tiles[1] do
    local line = ''
    for x = 0, #tiles do
        line = line .. tiles[x][y]
    end
    print(line)
end

Configuration

Astray Constructor Parameters

Astray:new(width, height, changeDirectionMod, sparsenessMod, deadEndRemovalMod, roomGenerator, seed)
ParameterRangeDescription
width> 0Width of the dungeon in even numbers (map will be uneven)
height> 0Height of the dungeon in even numbers (map will be uneven)
changeDirectionMod1-30Higher values create more winding corridors
sparsenessMod25-70Higher values create sparser layouts (fewer corridors, larger wall regions)
deadEndRemovalMod50-99Higher values remove more dead ends
roomGenerator—A RoomGenerator instance (see below)
seedoptionalPass a number for a reproducible dungeon; omit for a random one each run

Room Generator Parameters

RoomGenerator:new(rooms, minWidth, maxWidth, minHeight, maxHeight)
ParameterDescription
roomsNumber of rooms to generate
minWidthMinimum room width
maxWidthMaximum room width
minHeightMinimum room height
maxHeightMaximum room height

Customizing Tiles

You can customize the appearance of generated dungeons by providing a tile mapping:

local symbols = {
    Wall = '#',
    Empty = ' ',
    DoorN = '-',  -- north/south doors sit in horizontal walls
    DoorS = '-',
    DoorE = '|',  -- east/west doors sit in vertical walls
    DoorW = '|'
}

local tiles = generator:CellToTiles(dungeon, symbols)

Map Size

A maze is a grid of cells separated by walls, so CellToTiles produces a grid of cells * 2 + 1 tiles per axis — always an odd number. With cells = size/2 - 1, the natural output lands one tile short of an even target (e.g. 40 → 39).

To get an exact size, pass the desired width and height to CellToTiles. It pads the grid with wall tiles up to that size, keeping the maze sealed:

local width, height = 40, 40
local generator = astray.Astray:new(width/2-1, height/2-1, 30, 70, 50,
    astray.RoomGenerator:new(4, 2, 4, 2, 4))

-- Pad the natural 39x39 grid up to an exact 40x40
local tiles = generator:CellToTiles(dungeon, symbols, width, height)

Targets smaller than the natural size are ignored — cropping would expose cell interiors and leave the maze unsealed. Omit the target arguments to keep the natural odd size.

Example Output

Map size=       39      39
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
▓▓▓                 ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
▓▓▓ ▓▓▓-▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
▓▓▓   |       ▓▓▓▓▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
▓▓▓▓▓▓▓       ▓▓▓▓▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
▓▓▓▓▓▓▓       ▓▓▓▓▓     ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
▓▓▓▓▓▓▓▓▓▓▓▓▓-▓▓▓▓▓▓▓▓▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
▓▓▓▓▓▓▓▓▓▓▓▓▓   ▓▓▓▓▓▓▓     ▓▓▓▓▓▓▓▓▓▓▓
▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓ ▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓▓▓▓▓▓▓▓▓
▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓ |   |       ▓   ▓▓▓▓▓▓▓
▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓   ▓▓▓▓▓▓▓▓▓ ▓ ▓▓▓▓▓▓▓
▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓   ▓▓▓▓▓     ▓       ▓
▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓ ▓▓▓▓▓▓▓ ▓
▓   ▓▓▓▓▓▓▓▓▓ ▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓ ▓▓▓▓▓▓▓ ▓
▓ ▓-▓▓▓▓▓▓▓▓▓ ▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓ ▓▓▓▓▓▓▓ ▓
▓ |     ▓▓▓▓▓             ▓▓▓     ▓   ▓
▓ ▓     ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓ ▓▓▓
▓ ▓     ▓▓▓▓▓▓▓▓▓                 ▓   ▓
▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓
▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓
▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓
▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓▓▓▓▓▓▓▓▓         ▓
▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓▓▓▓▓▓▓
▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓         ▓▓▓▓▓▓▓▓▓
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▓   ▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓ ▓▓▓▓▓▓▓ ▓▓▓▓▓   ▓
▓ ▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓▓▓ ▓▓▓▓▓▓▓ ▓▓▓▓▓ ▓ ▓
▓         ▓▓▓▓▓▓▓ ▓▓▓     ▓▓▓ ▓▓▓▓▓   ▓
▓▓▓▓▓▓▓▓▓ ▓▓▓▓▓▓▓-▓▓▓▓▓▓▓ ▓▓▓ ▓▓▓▓▓ ▓▓▓
▓▓▓▓▓▓▓▓▓       |       | ▓▓▓ ▓▓▓▓▓   ▓
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓       ▓ ▓▓▓ ▓▓▓▓▓▓▓ ▓
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓       ▓ ▓▓▓ ▓▓▓▓▓▓▓ ▓
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓       ▓ ▓▓▓ ▓▓▓▓▓▓▓ ▓
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓       ▓ ▓▓▓         ▓
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓-▓▓▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓     ▓▓▓▓▓▓▓▓▓▓▓▓▓
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓ ▓ ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓   ▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓
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License

Distributed under the zlib/libpng License. See LICENSE for more information.

Contributing

  1. Fork the repository
  2. Create a feature branch (git checkout -b feature/amazing-feature)
  3. Commit your changes (git commit -m 'Add amazing feature')
  4. Push to the branch (git push origin feature/amazing-feature)
  5. Open a Pull Request

Acknowledgments

This work is based on various dungeon generation techniques and algorithms:

Support

For issues, questions, or contributions, please visit the GitHub repository.

Author

Florian Fischer