Website Review
What is DUNGEONFOG?
DUNGEONFOG is a browser-based battle map editor for tabletop roleplaying games. You draw dungeons, buildings and overland terrain in a vector-based editor, decorate them with assets, then either play inside the tool or export the finished map for screen or print.
What you actually do with it
The workflow on the site is three steps: create a map, place assets, export and play. The asset library is described as over 3,000 items spanning different time periods and settings, with new packs released monthly as part of premium content. That breadth matters if your campaign moves between, say, a medieval town and a sci-fi facility without you switching tools.
Who it suits
- Game masters who want custom encounters rather than pre-made maps, especially for D&D, Pathfinder and Call of Cthulhu-style games named on the site.
- Groups playing online who need a map on screen, and groups at a table who want to print one.
- Anyone who prefers drawing over hunting through map packs.
It is less obviously aimed at people who want a fully automated virtual tabletop with rules, character sheets and combat tracking — the pitch here is map creation and play, not running the whole game system.
What to weigh
The editor is free to sign up for, and premium membership exists for content and features, with Fastspring handling payments and a marketplace alongside it. The site does not state prices on the pages summarised here, so check the pricing page before committing.
A practical next step: open the editor, draw one small encounter room, and export it at the size you would use at your table. If the export looks right on your screen or printer, the tool fits your workflow. If you find yourself wanting rules automation instead, look at a full virtual tabletop such as Roll20 or Foundry Virtual Tabletop, and treat DUNGEONFOG as the map-making layer beside them.
How do I create a battle map in DUNGEONFOG?
Creating a battle map in DUNGEONFOG follows three broad steps: build the map, decorate it with assets, then export or play in it.
1. Create the map layout
DungeonFog uses a vector-based editor, which means you draw rooms, corridors, buildings, and overland terrain as shapes rather than painting pixel by pixel. Draw the dungeon or area outline first, then refine walls, floors, and terrain. Starting with the room layout before decoration keeps the map readable and makes later changes easier.
2. Place assets
Decorate the map from the asset library, which the site describes as over 3,000 assets spanning different time periods and settings. Search by theme to match your campaign, then place and layer props to fill rooms with life. New asset packs are released monthly as part of the premium content subscription, so the library is a moving target rather than a fixed set.
3. Export and play
You can play with others inside DungeonFog, or export and print the map. For tabletop play, exporting to a virtual tabletop or printing at the right scale for miniatures are the two common paths. For online play, keeping the map inside DungeonFog avoids conversion work.
A practical first map
A useful next step is to open the free editor and draw a single encounter location, such as a small crypt or tavern, rather than a whole campaign. This lets you test the vector tools, the asset search, and the export options before committing to a large map.
Decisions worth making early
- Grid and scale: decide whether the map is for miniatures, a screen, or a virtual tabletop, since that affects sizing.
- Detail level: print maps reward higher detail; screen maps can stay simpler.
- Free vs. premium: the free tier covers map creation, while premium adds monthly asset packs and marketplace content. Check DUNGEONFOG for current plan details.
If you already use a virtual tabletop, compare export formats there before building, since that choice shapes how you structure the map from the start.
Can DUNGEONFOG maps be exported to virtual tabletops like Roll20 or Foundry?
Yes. DUNGEONFOG is built around a create-then-export workflow: you draw the map, decorate it with assets, then either play inside DUNGEONFOG or export it for use elsewhere. The site's own description of the process ends with "Export and play," and mentions maps made for on-screen use or printing — which is the same route you'd use to bring a map into a virtual tabletop.
In practice, that usually means exporting a flat image file (commonly a JPG or PNG) at a grid-friendly resolution, then uploading it to your VTT as a map layer or scene background. Roll20 and Foundry both accept image files this way, so the export itself is rarely the obstacle.
What to check before you commit
- Grid alignment. Export at a resolution where one square equals a clean pixel count (for example 100 px per square). This avoids scaling guesswork when you set the grid in your VTT.
- File size limits. Very large, high-detail maps can hit upload caps or slow load times for players. Export at the resolution you actually need rather than the maximum.
- Walls and lighting. A flat image carries no wall, door or light data. If your VTT uses dynamic lighting, you'll redraw those elements inside the VTT after import.
- Layered formats. If you want to keep tokens, props and terrain on separate layers, check whether the export options support that; otherwise bake everything into one image and place tokens in the VTT.
A practical example
A GM preparing a dungeon crawl for Foundry might export the finished map as a PNG at 100 px per square, import it as a scene background, set the grid to match, then trace walls for dynamic lighting. The same file drops into Roll20 as a map layer with minimal adjustment — the export is portable, even though the automation isn't.
For a quick confirmation of current export formats and any VTT-specific guidance, check the tutorials section on DUNGEONFOG.
What features are included in the DUNGEONFOG premium subscription?
DUNGEONFOG's premium tier is best understood as a content and export subscription layered on top of a free browser-based map editor. From the site's own description, the editor is vector-based and works with a library of high-resolution assets, letting you draw dungeons, buildings, or overland terrain and then use the maps on screen or in print.
What the page confirms about premium
- New asset packs are released monthly as part of the premium content subscription, adding to a library the page describes as over 3,000 assets spanning different periods and settings.
- Premium memberships and marketplace purchases are handled through FastSpring, which the site lists under essential cookies as its payment provider.
- The site maintains a dedicated pricing page, so exact tier limits, storage, and export entitlements should be read there rather than assumed.
What is not specified
The supplied page evidence does not list which individual features sit behind the paywall versus the free account. It does not state export formats, resolution caps, map limits, or whether commercial use rights are included. Treat any claim about those as unverified until you check the pricing page directly.
Practical way to decide
If your group plays online and you mainly need custom battle maps, the free editor plus the asset library may already cover you, and premium becomes worthwhile when the monthly asset drops match your campaign's setting. If you print maps at a table, confirm the print and export terms on the pricing page before subscribing, since that is the feature most likely to determine value for you.
A useful first step: sign up for the free account, build one map for your current campaign, and note which assets or export options you reach for but cannot access. That list tells you more about whether premium fits your table than any feature comparison.
Is DUNGEONFOG suitable for in-person tabletop games with printed maps?
Yes. DUNGEONFOG is explicitly built for both screen and print use: its vector-based editor and high-resolution asset library are intended to produce detailed maps you can export and print for tabletop play. If your group meets around a physical table and you like handing out or laying down printed battlemaps, it fits that workflow.
Why it suits printed play
- Print-oriented output. The editor is described as producing maps "for use on screen or print," so printing is a first-class use case rather than an afterthought.
- Vector-based editing. Vector graphics scale without turning blurry, which matters when you enlarge a dungeon to a usable tabletop size.
- Large asset library. Over 3,000 assets across periods and settings let you decorate maps without hunting for third-party art.
- Battlemap focus. Dungeons, buildings and overland terrain are the core output, which matches typical encounter-scale printing.
Where it may not fit
If you want a purely physical, no-computer workflow, or you need pre-printed poster maps with zero setup, a digital editor adds a prep step. Printing also shifts costs and effort to you: paper, ink, tiling and cutting. A practical compromise many groups use is printing only key encounter areas and sketching the rest on a mat.
A practical next step
Pick one upcoming encounter, build just that room or cave complex, and export it at the size you actually play at. Print a single test page first to check scale against your miniatures before committing to a full map. If the test page lines up with your grid and figures, the tool is a good match for your table; if you find yourself fighting the print scale, consider whether screen-based play or a simpler hand-drawn map suits your group better.
For pricing and membership details, check the official pricing page: DUNGEONFOG Pricing.
How does DUNGEONFOG compare to other TTRPG map-making tools like Inkarnate?
DUNGEONFOG is a browser-based TTRPG map editor aimed at building detailed battle maps for play on screen or in print, while Inkarnate is better known for fast, art-forward regional and world maps. The choice usually comes down to whether you prioritize tactical encounter maps with precise vector control or quick, painterly overviews.
Where they differ
| Aspect | DUNGEONFOG | Inkarnate |
|---|---|---|
| Primary strength | Battle maps and dungeon/terrain layouts | Regional, world and stylized overview maps |
| Editing approach | Vector-based editor with a large high-resolution asset library | Brush-and-stamp painting with a broad art style range |
| Asset library | Over 3,000 assets across eras and settings, with new premium packs monthly | Large built-in art library, much of it included in subscription |
| Output | Play inside the tool or export and print | Export at set resolutions for VTTs and printing |
| Best for | GMs who want grid-accurate, reusable encounter maps | GMs who want evocative maps of towns, kingdoms or continents |
Practical scenarios
- Running a weekly dungeon crawl: DUNGEONFOG's vector tools make it easier to redraw walls, resize rooms and keep a consistent grid, so you can prep several encounter maps from one template.
- Mapping a homebrew continent: Inkarnate's brushes and texture blending tend to get you to a finished-looking world map faster.
- Printing at the table: DUNGEONFOG explicitly supports print output, which matters if you want large-format battle maps rather than screen-only images.
A useful next step
Decide which map type you make most often. If it's tactical interiors, try DUNGEONFOG's free tier and rebuild one room from your current campaign; if it's overworld or town maps, do the same test in a competing tool. Compare how long each takes and whether the export fits your VTT or printer.
Two related tools worth checking for comparison are Inkarnate and World Anvil, the latter because DUNGEONFOG notes third-party integration with it for campaign worldbuilding.
User reviews (0)