Development Update - August 2025
Hey everyone, I hope you're all doing well. This last month I've been working an update to the layout of castle districts, as well as some new map rendering effects, so let's talk about that!
Castle Districts
I've updated how castles are generated (reminder - castles are only generated if a king/queen feudal government is added), to generate with more realistic shapes and internal layouts, and more interesting surroundings. For example, a park around the castle walls:
Development Update - July 2025
Hey everyone, hope you're all doing well. I just wanted to give a quick update of what I've worked on in the last few weeks. Since the last post, I got a couple of bug reports that more 'thin' buildings were being generated than in previous versions. For example:

Additionally, there has always been an issu...
2025-07-01 19:27:56 +0000 UTC View PostDevelopment Update - June 2025
Hey everyone, hope you're all doing well. In the last post I ended by saying how I was going to do some 'smaller generation tweaks', namely better harbours and castles. Well, as usual, this ended up being a whole bunch more work than I was expecting, and I only ended up implementing harbours - but lets get into it!
Coastline improvements
While trying to implement harbours, I realised that the existing coastlines don't look that great. Buildings and farmland always ended up too c...
2025-06-07 22:07:06 +0000 UTC View PostDevelopment Update - April 2025
Announcement: the FoundryVTT integration no longer requires a premium account - it can be now be used by free users.
Hi everyone, hope you're all doing well. Over the last month, I've worked on a few things:
Roll20 integration (via a browser extension)
FoundryVTT module improvements
Journal integration (including Monk's Enhanced Journal)
Simple calendar integration
iframe restrictions lif...
2025-04-24 17:58:33 +0000 UTC View Post
Development Update - March 2025
Hey everyone, hope you're all doing well. As I mentioned in the last update, I wanted to take a break from large changes, and focus on smaller features and fixes. This is what I've worked on:
Improved pins
Options to scale the text, and the pin
Ability for public users to create / edit public pins
Integration in FoundryVTT module to show these updates in real time to all users, without refresh
Add opt...
2025-03-09 16:23:33 +0000 UTC View Post
Development Update - January 2025
Hey everyone, I hope you're all doing well! First of all, I want to thank you for your patience - it's been a while since I've posted an update on Patreon (I'm more active on discord if you have questions or feedback). Just because I haven't posted, doesn't mean I haven't been busy. I'm happy to announce that the generation overhaul that I talked about in the last update is finally done, and has been released!
The main features of this update are:
Suburb road generation &a...
2025-01-29 08:31:50 +0000 UTC View Post
Development Update - September 2024
TL;DR Nothing major has been released recently. I'm currently overhauling the road, district and building placement algorithms, which is taking some time.
Hey everyone, hope you're all doing well. Following on from the last update, I'm still working on the generation overhaul. This has been a slow process for a couple of reasons:
This is a big change. The road, district, and building placement algorithms are sigificant parts of the code base, so rewriting them is complicat...
2024-09-27 07:09:52 +0000 UTC View Post
Development Update - June 2024
Hey everyone, hope you're doing well. I haven't released any major new features since the last post, but I have been hard at work (and have gone down a few tangents...), so I wanted to show you what I've been up to.
3D Terrain
After the 3D view after the last update (and all the people asking for mountain maps), it made sense to me to work on adding height information to settlements. One of the most common ways to generate a height map is to use perlin or simplex noise.
On...
2024-06-22 08:50:09 +0000 UTC View PostDevelopment Update - May 2024
Hey everyone, I hope you're all doing well. In April I worked on improving the edit settlement layout controls, as well as some rendering tweaks. This is the full list of updates:
Fixed snapping behaviour
Snapping strength controls
Better line intersections
Tree brush tool
New river drawing tool
Bug fixes around the recent people view
Building colour & roof shape brush
Ba...
2024-05-05 13:56:39 +0000 UTC View Post
Development Update - April 2024
Hi everybody, hope you're all well. This is what I worked on in March:
Favourite building layer fix
Manual zoom buttons
More personality fields in export
Some premium settings fixes
Update settlement name fix
Edit settlement races after generation (add already existed)
Add/edit settlement religions after generation
Add/edit settlement genders after generation
R...
2024-04-02 18:40:34 +0000 UTC View Post
Development Update - March 2024
January
Hey everyone, hope you're all well. After my last post (at the start of January), I went straight to work optimising the generation and storage to enable larger settlements. This continued a lot of other work leading up to this (I've first mentined larger settlements in my August 2023 post) - so I'm very happy to announce settlements of up to 50,000 people (5x more than previously) are now enabled!
2024-03-03 16:01:12 +0000 UTC
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Development Update - January 2024
Hey everyone! Hope you all had a good holiday season!
As promised, over the last month I worked on a family tree view, and optimising relationships.
Family Tree View
First off, the more interesting topic, family trees. Here are some examples of the new family tree view:


Note: ...
2024-01-04 21:35:55 +0000 UTC View PostDevelopment Update - December 2023
Hey everyone, hope you're all doing well! So, last time I said I was going to work on optimising the relationships and then taking a look at family trees. However, I got distracted by schedules - honestly I thought it would be a quick change, but it turned into a whole thing. So lets get into it!
Previously, only working people had schedules, and that would only control where and how they would work. At generation time, each person would get a schedule and it would be persisted in the s...
2023-12-03 15:06:20 +0000 UTC View PostDevelopment Update - October 2023
Hey everyone, hope you're all doing well. As I said in my last post, my main focus right now is to enable larger settlement options. Before that can happen, I want to reduce the costs of generation/simulation and the costs of storage, as well as make sure that most devices can render settlements that large.
I had an idea to try and speed up the generation, that also solves another problem I've been having - that it's really difficult to add a new building.
TLDR; There is a n...
2023-10-22 16:03:34 +0000 UTC View PostDevelopment Update - August 2023
Hey everyone, I hope the summer is treating you well. This month, I wanted to take a break from large, complicated features that required a lot of refactoring, and focus on some smaller tasks that I've been meaning to do for a while. These are:
Accessibility improvements
I got some feedback a while ago that Fantasy Town Generator was very difficult to use with a screen reader - there were issues with poorly labeled buttons, general site landmarking, and probably most importantly...
2023-08-31 20:02:13 +0000 UTC View PostDevelopment Update - July 2023
Hey everyone - hope you're all enjoying your summers. This month, I've worked on three major features:
1. Custom name lists (premium only)
2. Different appearances for each race & customizable templates
3. More (& custom) genders
Lets break those down:
Custom name lists
Premium users can now upload custom name lists (under premium settings) and use them in generation:
The upload screen:
2023-07-29 18:47:42 +0000 UTC
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Development Update - June 2023
Hey, hope you're all doing well! Over the last couple of months, I've been working on what I've been calling a 'District Overhaul' - but has also resulted in a lot of other minor changes. The new features are:
- New district grouping + placement algorithm
- Better district names
- More visually distinct districts
- District settings in the create settlement form
- Expose district information
- Custom building colours + more roof materials
- ... 2023-06-17 14:03:03 +0000 UTC View Post
Development Update - April 2023
Hey everybody, hope you're doing well! This past month I've been busy working on a lot of stability improvements and bug fixes, as well as a couple of interesting features. In summary:
1. FoundryVTT integration
2. GeoJSON export
3. SVG export overhaul
4. Better fill controls
5. CTRL-hover support for deleting buildings + trees
6. More shop names
7. Lots of other minor bug fixes
The big one here is FoundryVTT support. It's a premium...
Development Update - March 2023
Hey everyone, hope you've had a good start to your year! I've had a busy few months, working hard to add new features to Fantasy Town Generator. These are:
1. Religion overhaul
2. New create settlement form UI
3. Save create settlement settings
4. More people relations
5. Factions
6. Events
One thing that I sometimes struggle with as a DM is making downtime interesting for my players. Sometime it's easy - I've given them enough to riff off of, or they...
2023-03-04 16:12:40 +0000 UTC View PostDevelopment Update - December 2022
Hey everyone, hope you're all doing well. First off, I want to say a big thank you to all my patrons, your support is greatly appreciated. As there are quite a lot of you now (almost 50 patrons, and roughly 7k users!), I think it would be a good idea for me to talk more more regularly about what I've been working on.
So, since my last post (May), the main things I have implemented are:
- Custom races / religions
- Full map editing
- Government generation controls... 2022-12-13 00:20:30 +0000 UTC View Post
Out of beta!
Fantasy Town Generator is officially out of beta! This means that any settlements created from now on will NOT be deleted, so create away! I want to thank everyone for supporting me and helping me reach this point, I really appreciate it. I can't wait to see where we can take this!
Update notes:
- A proper login flow (email/username/password) has been introduced
- Road editing has been updated, see the previous post about the snapping features
- ... 2022-05-17 14:59:58 +0000 UTC View Post
Development Update - Layout edit
Hey! One of my main focuses right now is to get Fantasy Town Generator ready for a full release. One of the last things on my list before that happens is a refactor of how the roads are persisted. Why does this matter? Basically, doing this now will save me a whole lot of headache later while I can still delete the existing towns. If you've edited a town, you’ve probably noticed that the road and (non-existent) background controls aren't great. How can we improve them?
Let’s tackle ...
2022-04-16 22:12:22 +0000 UTC View Post