Worldographer 2025 Released!

Last month, we fully released Worldographer 2025 which had been a beta for most of a year. Download it here. In truth it was just as stable as the pre-2025 version for quite a while now.

See our New in 2025 page for a full list of what’s new, but here are some highlights:

General UI

  • Left sidebar controls are on tabs instead of drawers. This lets each tab have individual scroll areas.  For example, scroll through all the Terrain/Feature choices without moving the other controls to toggle things like sizes, gm only, etc.
  • Better layout of controls helps you to keep more related controls on screen at one time.  For example, a Feature’s label settings are all on one sub-tab of the Features tab.
  • Buttons of Terrain and Features can be resized so you can better see them.  Labels appear at the bottom of each.

World/Region Generation

  • Faster! Because it is much faster the preview area auto-updates to any setup changes for much larger maps (up to 1000×1000 hexes vs. 200×200 before).
  • Check a box on the setup screen to auto generate coasts, rivers, empires/nations (with cities, towns, etc.), hex crawl locations, and roads.
  • Better world generation algorithm that factors in wind patterns and different latitudes when placing vegetation and places deserts much more often at 30 degrees N & S latitudes.

City/Town/Village Generation

  • More Street Layout options.

Dungeon/Battlemat Generation

  • New, more configurable Dungeon Generator. See the bottom right area of the section of the Battlemat setup screen.  Enter a set of room names and sizes and how they should be connected into a text field.

New Functionality

  • Terrain can now be on any map layer.
  • ‘Dynamic’ Terrain.  Set up terrain to be blank/just a color, then have the system auto-magically add features (clusters of trees, hills, mountains) based on the terrain type.  Requires setting up a ‘dynamic terrain’ file and adding it via the Configure menu.
  • Road Generator for world/region maps to auto-connect cities/towns/castles and optionally villages/forts/ruins.