Hello, I'm building a 2D topdown RPG and have been disappointed by all the procedural generation assets I've found on the asset store - they are usually 3D oriented, and even though they say they support 2D, it is usually tacked on. I've also been following Unity's upcoming Tilemap system (in 2017.2 beta right now), and after asking most of the developers of those assets, most of them have no serious plans to integrate it, if they've even heard of it before. So I've started working on a solution myself that is built around Unity's Tilemaps and I'm looking for feedback on whether it is worth making it more user-friendly and selling it on the Asset Store once Tilemaps are available in the public release. The primary purpose is to build something tightly integrated with Unity Tilemaps so that it should work well with any of Unity's systems or other assets you might purchase on the Asset Store. Here's an overview of what I'm thinking: First off, this asset would be specialized for top-down 2D games with square (not isometric or hexagonal) tiles to keep it simple and straightforward. It's possible it could be used for other games, but I am a solo indie developer so at least for now, it would have to remain focused to ensure it is a solid product. You would start off by creating a Tilemap to define your map regions. For each region, you'd choose a placeholder tile that you paint on the tilemap to define it's size and shape. This tilemap would be disabled at runtime and is just used by the algorithm to place appropriate tiles on other tilemap layers that you define. Then you would use a custom editor to set how each region would be generated, and assign a tile palette to generate the map with. You'd tell it which tiles are ground tiles, which are walls, etc. These could use Programmable Tiles, so you have a ton of control over how it looks and works. You'd have the option of setting up each region separately, with zone transitions (loading screens), or generate the entire world as a seamless map. You would also have the ability to set up transition tiles, used to create a border between regions. For example, cliff tiles between a mountain region and a forest region, so that it isn't an abrupt change. Entrances and exits between different regions could be configured, and the algorithm would, by default, ensure there is an accessible path between them. Custom Points of Interest (POI), similar to prefabs, could be created from groups of arranged tiles and placed where you want within a region. You would decide if it would appear along the main path so that it is always encountered, or down a side path so players would only find it if they explore. Of course, you would also have the option of simply manually drawing tiles onto the tilemap using Unity's tilemap interface. As long as you've registered with the asset any tiles that you use, it should then be able to stitch your designs to the rest of the generated region. If your map is very large, you could enable culling of non-visible areas of the map so it runs efficiently at runtime. This would also be built in a way to allow extension. If you needed a level generated differently than the packaged algorithms do, there would be a class that you could extend to implement your own algorithm. So please reply to this thread and let me know if this is something that you would be interested in, so I can gauge the amount of interest. Feedback or suggestions on the idea are greatly appreciated too. Wouldn't hurt to let me know how much you would be willing to pay for an asset like this, as well. Thanks!