Designing Roguelike Maps: Lessons from Slay the Spire and FTL

Roguelike maps are more than decoration. They are decision systems. The best maps create tension, route planning, and replay value without overwhelming the player.

What makes a roguelike map work

The strongest examples keep the path readable, give the player meaningful choice, and avoid making every route feel identical.

Patterns worth studying

How this connects to Unity

In Unity, these principles become easier to manage when the map structure is modular. That is one of the reasons CraftMaps exists: to make this kind of design practical for solo developers and small teams.