Godot 4 autotile generator
Design the terrain once — TileForge computes every edge, corner and transition, then exports a working tileset.tres with terrain bits painted and collisions included. Measurably seamless: 0.014% reconstruction difference, verified in real Godot.
No AI in your geometry. Ever. Textures are optional — and labeled.

The pipeline, honestly
Both maps below are the same tileset: identical grid, identical edges, identical collision shapes. The only difference is an optional texture pass — the one thing we let AI do, and the one thing you approve.


Live metric from this tileset: difference between the continuous render and the tile-by-tile rebuild.
How it works
Pick a depth mode, an edge profile, a palette and a seed. The live preview re-renders as you drag — what you see is exactly what exports.
One optional AI pass paints surface textures you approve, clearly disclosed. Prefer zero AI? Procedural palettes ship the same working tileset.
One ZIP: spritesheet, tileset.tres with terrain bits pre-painted, collision shapes and a water shader. Drag it in and paint terrain.
What's in the box
Flat, raised, sunken, water and room — each with correct walls, lips and shadows. These five are real exports, straight from the engine.
Flat
Raised
Sunken
Water
RoomGrass blades, scallops, rocky cuts, dunes, saw teeth, clouds, drips, spikes — or upload an image and use your own.
suave · puas · feston · rocas · dunas · sierra · nubes · goteo · espinas · custom
Every output is reproducible, pixel for pixel. Re-export next year and get the identical file. No slot-machine rerolls.
seed=7 → identical output
Not a picture of a tileset: a tileset.tres with terrain bits painted, collision shapes and a water shader. Drag in, paint, play.
tileset.png + tileset.tres + water.gdshader
Every export runs a seam check: the tile-by-tile rebuild is compared against the continuous render. Our presets measure 0.003–0.014% difference.
seam-check · 0.003–0.014% diff · PASS
The full designer, every preset and every export work with procedural palettes alone. AI credits are for texture passes only — never required.
ai_credits_required=0
Where we stand
The geometry is math; the AI only paints textures you approve — and we say so out loud.
We don't generate images that look like tilesets. We generate tilesets: the edges are computed, the terrain bits are painted, the collisions are shaped, and the seams are measured before you ever see an export.
No AI in your geometry. Ever.
Pricing
Credit packs never expire — buy once, texture whenever.
FAQ
The tile geometry is procedural math — no AI. Edges, transitions, terrain bits and collisions are computed, deterministic and seed-reproducible. AI is only used, optionally, to texture surfaces — and it's labeled as such. You can use TileForge with zero AI.
Yes. Everything you export is yours to use in commercial and non-commercial projects, no attribution required. Free-plan exports carry a watermark; Pro exports don't.
Exports target Godot 4 (4.1 and later): a tileset.tres using Godot 4 terrain sets, plus the spritesheet PNG. The PNG works in any engine — Unity, Tiled, or your own.
A small repeating tileforge.app label over the spritesheet. Your design is never limited — upgrade to Pro and re-export the exact same tileset, clean.
Everything except the optional AI texture pass: geometry, edge profiles, transitions, terrain bits and collisions. The same parameters and seed produce the identical tileset every time. AI textures are cached per prompt, so re-exports stay stable too.
Pro: full refund within 14 days, no questions asked. Credit packs: refundable while unused — and since credits never expire, there's no pressure to spend them.
Design the terrain, export the tileset. The free plan includes the full designer, every preset and 3 exports a month.
Start free