Pixel Dungeons
How to Build an RPG — Complete Guide
This is the full walkthrough for Pixel Dungeons' free, browser-based RPG builder —
everything from creating an account to publishing a finished RPG that anyone can play. No coding,
no installs. If you'd rather play than build, head back to the
Pixel Dungeons homepage and browse the marketplace instead.
1. Create your account
One login works everywhere — the same account signs you into both the player app (where you browse
and play worlds) and the admin world builder (where you build them). Register from the
homepage, then open My Worlds from the nav bar to reach the builder.
2. Create your world
In the admin builder's home page, fill in a World name and an optional
Description, then click Create world. Your world starts as a
private draft — only you can see or edit it until you publish it.
Heads up: the world's name and description are set once, here, at creation — there's
currently no way to rename a world or edit its description afterward. (Tags, covered in step 10, can
be changed anytime.) Take a moment to get the name right.
3. Build your first map
Maps live directly on your world's own page (not a separate nav tab) — scroll to the
Maps section, enter a map name plus a width and height, and click
Create map. Open it to reach the map editor.
The map editor's left sidebar has five layer tabs:
- Terrain — pick a tile category (grass, water, dirt, stone, wall, plains,
marshland, desert, snow, cave, wood interior, stone interior) and click grid cells to paint them.
The cave and interior categories are what you'll use for dungeons and building interiors.
- Overlays — decorations like trees and roads, painted the same click-to-paint
way. Roads auto-connect to their neighbors as you paint, so you don't have to pick corner/edge
pieces by hand.
- Zones — paint regions where random encounters can trigger as a player walks
through (more on this in step 9).
- Objects — covered in the next step.
- Start — covered in step 4.
4. Set your starting map and spawn point
Switch to the Start layer and click any tile on the map you want new characters to
begin on. One click sets both the world's starting map and the exact spawn tile — the chosen
tile is marked with a gold star. You can move this at any time by opening a different map and
clicking a new tile.
This step matters: a world can't be published until a starting map and spawn point
are set — see step 10.
5. Place NPCs, monsters, and objects
Switch to the Objects layer. Unlike terrain, objects are placed by
dragging from the palette on the right onto the grid — placement saves immediately,
there's no separate save step. The palette is grouped into: Map (checkpoints, exits),
NPCs, Items, Searchable items (hidden until a
player searches the tile), Shops, Fixed encounters,
Structures, and Furniture.
- Exits are two-step: drag one onto a tile, then a panel asks which map and tile
it leads to. Exits and structure entrances are automatically two-way — walking back onto the
landing tile returns you where you came from, no extra setup.
- Structures and furniture can span multiple tiles (a building footprint, for
example) and can be dragged to reposition after placement, not just removed and replaced.
- Click any placed object (other than a structure) to remove it instantly — no confirmation
prompt, so double-check before you click.
6. Create your world's content
Before you can place an NPC, monster, quest, or shop on the map, it has to exist. Your world's own
page has a nav bar for exactly this: NPCs, Items,
Quests, Enemies, Spells,
Encounters, Encounter zones, and Shops. Each has
its own "+ New" button (e.g. + New NPC, + New enemy) and a list
view for editing what you've already made.
A practical build order: create the enemies and items you want first, then an encounter (a named
group of enemies), then NPCs and shops — that way, when you get to the Objects layer, everything
you need is already available to pick from.
7. Write dialogue and hook in quests
From the NPCs list, click Edit dialogue → on any NPC to open its dialogue editor.
A conversation is a tree of two node types:
- Line node — a speaker, a line of text, and a list of player-facing choices.
Each choice points at whatever node comes next (or ends the conversation).
- Quest hook node — always an end point. Pick which quest it's tied to, and the
game handles showing the right text automatically depending on whether the player hasn't seen the
quest yet, has it in progress, or just completed it.
Branching conversations are built by chaining line nodes' choices together; you offer a quest by
adding a choice whose destination is a quest hook node. The same quest can be hooked in from multiple
NPCs, and one NPC can offer several different quests through different conversation branches.
8. Design a quest
From the Quests page, a quest has:
- Objectives — one or more of Deliver item to NPC, Collect item,
or Defeat enemy, each with a quantity.
- Quest hook text — three required messages: what's shown when the quest is first
offered, what's shown if a player revisits the hook while it's still in progress, and what's shown
when it completes.
- Rewards — XP, gold, and any number of item rewards.
9. Random vs. fixed encounters
Pixel Dungeons supports two different ways to trigger a battle:
- Encounter zones — a painted region (the Zones layer) with a per-step chance to
trigger a battle, pulled from a weighted table of possible encounters. Good for "this whole forest
is dangerous" areas.
- Fixed encounters — a specific, visible tile placed from the Objects palette that
always triggers the same encounter. Good for a boss guarding a doorway.
10. Tag and publish your world
On your world's own page, add up to ten tags (like fantasy or short) so
players can find your world by topic in the marketplace — unlike the name/description, tags can be
added or removed anytime.
When you're ready, click Publish next to your world's name. If you haven't set a
starting map and spawn point yet (step 4), you'll see "Add at least one map before publishing"
— go finish step 4 and try again. Publishing just changes your world's visibility, not a one-way
door: you can keep editing it, and unpublish it again at any time with the same toggle.
FAQ
Can I create my own character classes?
Not yet — classes (Warrior, Mage, Rogue, Cleric) are currently a fixed roster shared by every world,
not something a builder creates or customizes.
Do players need an account to play my world?
Yes — playing requires the same free account used for building, so progress can be saved per player.
Is there a size limit on maps?
Maps can be up to 100×100 tiles.
Can I edit my world after publishing it?
Yes. Publishing only controls whether your world shows up in the marketplace — you can keep building
on it, and unpublish/republish whenever you want.
What's the difference between an Item and a Searchable item?
A regular item on the map is visible and picked up by walking over it. A searchable item is
invisible on the map and is only found if a player explicitly searches that tile.