Godot 4 autotile generator

Deterministic autotiles for Godot 4. AI only paints the textures.

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.

Sunken lake map rendered by TileForge — sandy rims, dark walls and an inner island, generated from one terrain design
preset=estanque_hundido · mode=sunken · edge=suave · seed=7seam-check · 0.014% diff · PASS

The pipeline, honestly

Geometry is math. Texture is paint.

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.

Raw dual-grid geometry render: grass island with computed edges, no texturesThe exact same island geometry after an optional texture pass
geometry — procedural mathtextured — optional AI pass
seam-check · 0.014% diff · PASSverified in Godot 4

Live metric from this tileset: difference between the continuous render and the tile-by-tile rebuild.

How it works

From blank canvas to a working tileset.tres

  1. Design the terrain

    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.

  2. Texture it — or don't

    One optional AI pass paints surface textures you approve, clearly disclosed. Prefer zero AI? Procedural palettes ship the same working tileset.

  3. Export and paint in Godot

    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

A tileset generator, not an image generator

Five depth modes

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
  • Room

Ten edge profiles

Grass 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

Same seed, same tileset

Every output is reproducible, pixel for pixel. Re-export next year and get the identical file. No slot-machine rerolls.

seed=7 → identical output

Godot-native export

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

Seamless, measured

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

Works without AI, too

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

Your game's look, not generated art.

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

Free to design. Pay when you ship.

Free
Design tilesets and try TileForge for free
$0
Billed monthly
  • Full designer and preset gallery
  • 3 exports per month (watermarked)
  • 5 welcome AI credits
Popular
Pro
Unlimited exports for serious 2D devs
$12.00/month
Billed monthly
  • Unlimited exports without watermark
  • All tile sizes
  • .tres + collisions + shaders
  • Unlimited private tilesets
100 AI Credits
One-off pack of 100 AI texture credits
$5.00/month
Lifetime
  • 100 AI texture credits
  • Never expire
500 AI Credits
One-off pack of 500 AI texture credits
$20.00/month
Lifetime
  • 500 AI texture credits
  • Never expire

Credit packs never expire — buy once, texture whenever.

FAQ

Straight answers about AI use, licensing, Godot versions and refunds

Is this AI-generated art?

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.

Can I use the tilesets in commercial games?

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.

Which Godot versions are supported?

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.

What's the watermark on the Free plan?

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.

What exactly is deterministic?

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.

What's your refund policy?

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.

Stop painting 47 tile variants.

Design the terrain, export the tileset. The free plan includes the full designer, every preset and 3 exports a month.

Start free