A staged Unity dungeon encounter above lava, with lit wall torches, orcs, scorpions and a mage launching a fireball toward an orc

THE NEXT CHAPTER OF GAME NIGHT

Extraordinary worlds.
One shared table.

Build the place you’ve imagined. Become the hero you’ve created. Gather your party around a tabletop that comes to life in VR.

PC VRBUILD · PLAY · EXPLOREIN DEVELOPMENT
HAMMER FOUNDRY / A WORLD WORTH GATHERING AROUNDSCROLL TO EXPLORE ↓
A world builder.✧A tactical playground.✧Your next great story.

01 / MAKE YOURSELF AT HOME

Three spaces.
Endless atmosphere.

Before the first die hits the table, you’re already somewhere else. Settle into a room that fits the adventure.

WARM HEARTHS. TALL TALES.

One more adventure before last orders.

Heavy timber, candlelight and a crackling fireplace. The familiar comfort of a fantasy tavern, with your next world waiting on the table.

02 / THE HEART OF HAMMER FOUNDRY

Your world.
Your rules.
Your Game Master.

The best adventures leave room for the unexpected.

Free play gives your group the table and gives the Game Master the freedom to run it. Set the scene, place the enemies, improvise an encounter and let the players surprise you.

See what you can build →

A place at the table for the storyteller.

01

Lead the adventure

Control the board, miniatures, encounters and atmosphere. Use Builder Override when the story calls for a change during play.

02

Build together, on your terms

Invite a player to assist with props, miniatures, lighting and effects. The host retains map generation and can revoke building privileges.

03

Keep your inspiration close

Bring reference images into movable floating frames. A dedicated GM screen anchors your place at the table.

Place up to three private PDF readers, flip or jump to pages, and search documents from your local REFERENCES folder.

CHOOSE HOW THE STORY PLAYS

An open table. An unwritten adventure.

A flexible sandbox for player-made scenarios, house rules and Game Master-led stories. Build your own encounter and decide what happens next.

TACTICAL SQUAD / SKIRMISH

A crossing worth
fighting for.

Industrial Crossing: a 6 × 4 foot battlefield built around a shattered overpass. Marines deploy around a pipe-generator supply yard and rocky ridge; orcs muster beside the eastern refinery and ruins. A broad contested centre separates the forces, with room for vehicle movement and a southern bike flank.

Cover with a purpose. Container stacks shelter the marine supply yard. Ruined factory walls and a broken overpass divide the centre into firing lanes, while rubble and half-walls give the advancing infantry successive positions.

High ground. A narrow crossing. Sculpted ridgelines overlook winding dirt and gravel routes. A recessed, rock-lined pond constrains the northern approach; the southern route gives the orc bike a flanking lane.

MEASURE THE NEXT MOVE

Ten inches.
A new position.

The game’s measuring tape is pulled out and locked at 10″ beside a marine, illustrating a movement measurement. The displayed distance is measured in board inches.

Actual game assets and terrain tools, composed in an isolated Unity preview. A staged demonstration of Tactical Squad / Skirmish presentation.

03 / THE ORIGINAL SCI-FI CAMPAIGN

CAMPAIGN 01

DERELICT
SIGNAL

Five marines.
One damaged ship. A frontier gone silent.

Humanity’s outposts are falling silent. The UNS Valiant is crippled. Lead Vanguard Squad through a six-mission campaign against the Veilborn—from the dark corridors of a derelict ship to a desperate fleet engagement and the arrival of the Harvester.

6 MISSIONS5 SPECIALISTSVOICED BRIEFINGS & DIALOGUE

MEET VANGUARD SQUAD

More than pieces on a board.

Hear each marine’s Mission 5 selection dialogue.
Audio plays only when you press a portrait.

Select a portrait to hear their voice.

Command all five marines in single player, or assign squad members across your group. Check health, actions, abilities and inventory on the character sheet, choose your next marine, and roll the dice to resolve the attack.

SIX CHAPTERS OF THE CONFLICT

Follow the signal.

Select a mission to inspect its poster and objective.

MISSION 05

The Last Fleet

Take command of a tactical squadron. Break the fighter screen, disable the targeting relays, expose the cruiser array and protect the landing transports.

Campaign mission artwork

MISSION 06 / THE HARVESTER ARRIVES

Under the Harvester.

A shattered city beneath an immense war-form. Infantry, anchoring spires and the broken overpass reveal the scale of the final battlefield.

Actual Mission 6 battlefield, composed in Unity with game assets.

04 / THE WORLD IS YOURS TO MAKE

Imagine it.
Then build it.

Start with a landscape, a generated dungeon, a block world or your own reference. Then make every room, every cliff and every encounter your own.

FULL FLOORS / CONNECTED WORLDS

Three full floors.
Go deeper.

Build a dungeon across complete stacked floors, or descend through a layered cave system. Each floor gets its own layout; stairs connect the layers into one playable map. Generate either directly in the game, without an AI service.

THE THREE-FLOOR DUNGEON

Rooms above.
Secrets below.

Three connected dungeon floors with rooms, passages and stair landings. Inspect a floor on its own, or reveal the whole stack.

3 FULL FLOORS64 × 40 FOOTPRINT2 STAIR CONNECTIONS

THE THREE-FLOOR CAVE

A cavern on every level.

Broad rocky chambers and winding passages extend across each layer. Separate floor layouts make the descent a new place to explore.

3 FULL FLOORS64 × 40 FOOTPRINT2 STAIR CONNECTIONS

In game: Build → Generate dungeon → Full floor layers → Full table. Choose the layer count, each floor’s environment and the layout structure. These examples were generated by the game’s scripts and validated for floor connectivity.

DUNGEON ARCHITECT

Rooms that bring you back around.

Generate complete dungeon floors with connected rooms and passages. Explore the examples below, then finish your own layout with props and miniatures.

Generated with the game's tools. Captured in Unity.

Explore the generated examples

↥

Build in every dimension

Connected floors, stairs, ramps, bridges and underground spaces. Inspect one floor or see the whole board.

⌁

Shape the land

Sculpt, dig, fill and paint. Cut into a hillside, carve a cave, or place and remove individual voxel blocks.

✧

Set the atmosphere

Board-local rain, snow, fog, day and night. Place coloured lights, dress cave edges and add ambient effects.

THE DUNGEON BUILDER

Draw the plan.
Build the place.

Paint floors, walls and doorways in the in-game layout console. Pick a theme, revise the plan and turn it into an editable dungeon built from the game’s catalogue.

  • Draw on the plan or point at the board
  • Use floor, wall, door and theme brushes
  • Review your layout before replacing the board
  • Keep shaping the result with props and miniatures

Actual builder UI, captured in Unity. The loaded plan is shown before generation.

LOCAL BROWSER MAP CREATOR

Sketch here.
Explore it at the table.

Open the included GridDesigner in your desktop browser. Paint wood, grassland, cave, stone and metal regions, then save the layout and import it into Dungeon Hammer. It works offline.

1 / Paint the layout in the local browser editor.
2 / Import the saved plan to assemble an editable 3D dungeon.

Open Tools/GridDesigner/index.html from your game folder. Grassland uses grass floors and stone boundary walls. Browser layout files currently describe one floor; create stacked floors with the in-game generator.

Download this example layout ↗

POPULATE YOUR WORLD

The scene is set.
Bring in the characters.

Find miniatures by name, role, environment and size. Place heroes, creatures and enemies on the board, then use their sheets to make them part of the adventure.

Search the object catalogue by type and theme. Move, rotate and scale decor in 3D, add lights and effects, and save the finished map for another night.

ONE WORLD. FOUR MOODS.

Change the weather.
Change the story.

The same saved castle-and-boats map, captured through the game’s board-local weather system. Bring in the rain, let snow fall, or blanket the terrain and buildings in snow.

Clear · Your saved map, before the weather changes.

FROM YOUR COLLECTION TO YOUR TABLE

Your favourite map.
A new dimension.

Load a Universal VTT as your gameboard, or reconstruct its walls and doors in 3D. Have a dungeon image instead? Extract a floor plan, review it and build a 3D starting point.

Runs locally. No AI service required.

Automatic conversion builds walls, doors and floors. Add furnishings from the catalogue afterwards.

Supported VTT files and limits
  • .dd2vtt, .df2vtt and .uvtt. Generic .vtt / .json files must contain Universal VTT data; Foundry scene JSON is unsupported.
  • UVTT versions 0.2–0.x, with embedded PNG/JPG artwork. UVTT 1.0 and WebP are unsupported.
  • Up to 32 MB, 4096 pixels per side and a 128 × 128 whole-cell grid.
  • 3D reconstruction requires supported wall metadata. It builds structural geometry only, without guessing furniture.

01 / UNIVERSAL VTT

One map. Two ways to play.

This crypt comes from the VTT in our reference folder. Its grid, wall lines and portals drive the conversion into catalogue floors, walls and doors.

A 24 × 21 map, aligned one VTT cell to one board cell. Play directly on the artwork; its printed walls are visual in this mode.

The working in-game loader. Import, choose a theme, then reconstruct when you want a 3D board.

Keep the art, or build above it. The 3D result uses editable catalogue pieces and retains the artwork underneath for comparison. This example converts 216 floor cells, 68 authored wall segments and all five authored doors. No furniture is guessed.

Authored wall coordinates, portal positions and open states are retained. Floors are inferred from enclosed wall geometry, using the original source context for cropped exports. Local surface analysis estimates materials; catalogue pieces supply height. review exporter-specific LOS blockers and openings.

02 / A DUNGEON IMAGE

From a picture to a place.

A separate example, using the PNG from the reference folder. Detailed contour tracing retains the round central chamber, rectangular side rooms and entrance niches. Generate the structural base, then furnish it from the catalogue.

Start with your reference.Original supplied artwork. Credit: Silver Compass Maps, as shown in the image.
Build an editable starting point.1,190 traced floor cells and 150 wall segments, generated locally from the image.

Choose the floor. Keep the detail. Generate solid 3D tile floors, or keep the original image visible beneath the 3D walls and doors. For PNG maps, mark door positions in the review pane; VTT conversions retain the file’s authored doors.

Review the plan. Make it yours. Preserve image proportions, adjust the threshold and rotation, clean small gaps, or paint and erase cells. The converter selects installed catalogue pieces that fit the chosen theme and grid dimensions.

Both examples are actual local conversion results captured in Unity. Image-only tracing remains approximate: review its floor mask, dividers and openings. VTT metadata gives the structural converter more precise wall and portal coordinates. Furnishings are placed separately.

THREE MORE MAPS. THE SAME LOCAL CONVERTER.

From downloaded map
to editable board.

Three distinct maps downloaded from a public map collection and run through the in-game Universal VTT converter. Compare each original 2D map with its actual 3D result.

03 / DUNGEON / FIRE ROOM

A chamber above the fire.

The authored outline becomes a stone chamber with four passage openings. The orange lava remains part of the flat reference artwork; it is not generated 3D terrain.

Fire Room · 10 × 10Map by mbround18 · CC BY-SA 4.0
Generated locally. Captured in Unity.100 floor cells · 16 authored wall segments. No AI service or manual scene corrections.

04 / CAVERN-STYLE / GOLD ROOM

Follow the shape of the cavern.

The source boundary is rebuilt with repeated catalogue cave-wall modules, cave earth tiles, rocks and stalagmites. Wall profiles retain their native proportions. Gold piles are not identified or reconstructed.

Gold Room · 20 × 10Map by mbround18 · CC BY-SA 4.0
Generated locally. Captured in Unity.194 floor cells · 8 preserved boundary segments, assembled from 31 native wall modules. Generated locally without AI; automatic cave edge dressing.

05 / ACADEMY INTERIOR / NORTH ROOMS

Wooden rooms. A stone passage.

A wide interior from Stone Resolve Academy, with wooden floors beside a tiled central passage. Tables and chairs remain in the source artwork; the conversion builds the structural base.

Stone Resolve · North Rooms · 32 × 10Map by mbround18 · CC BY-SA 4.0
Generated locally. Captured in Unity.320 floor cells · 14 authored wall segments. No AI service or manual scene corrections.

These examples use Universal VTT wall metadata plus the embedded 2D artwork, rather than image-only tracing. Catalogue pieces approximate surface materials and height; boundary detail can differ. No furnishings are inferred. Map credits and reuse details ↗

05 / GIVE YOUR HERO A SIGNATURE

A spell worth
putting your name on.

Design abilities for your heroes and enemies. Build a frost nova, a line of lightning or an explosive ranged attack—and save the recipe for another adventure.

THE ABILITY WORKSHOP

Choose the feel.
Define the impact.

  • Search effects by name, element or colour
  • Preview the effect with your miniature
  • Combine travel, impact and lingering effects
  • Tune visual scale, brightness and density
  • Set range, strength, dice type and dice count
  • Save to your library and assign to miniatures
RADIUSCONELINERANGED BLAST

Custom abilities belong to your sandbox. The marine campaign keeps its own predefined rules and abilities.

06 / KEEP THE RITUAL. EXPAND THE POSSIBILITIES.

It still feels
like tabletop.

The reach across the board. The careful measurement. That pause before the dice settle. The little things are part of the adventure.

D20

Put fate in your hands.

Pick up the dice cup, tip out the relevant dice and let them settle. Custom dice choices support the rolls your game needs.

24″

Measure the moment.

Pull out the measuring tape, lock its length and position it in 3D. A familiar tabletop tool with room to move.

1:1

Step inside your creation.

Survey the whole board, switch to a miniature’s perspective, or explore your build in first person to see its scale from the ground.

ARRIVE AS YOURSELF. OR SOMEONE ELSE.

Find your
tabletop identity.

Choose a character, shape your look and visit Bram’s Outfitter to browse armour, weapons and gear. Try items on before equipping them.

Your character is part of the shared room. Outfits and cosmetics travel with your multiplayer avatar, while your miniature tells its own story on the board.

BEFORE YOU TAKE YOUR SEAT

A few
good questions.

Is Hammer Foundry a game or a world builder?

Both. Play the authored Derelict Signal campaign, build and populate your own worlds, or run an open-ended tabletop session with a Game Master. The campaign and custom sandbox have separate rules and abilities.

Can I play the campaign on my own?

Yes. Single player gives you control of all five marines. In a shared session, the host can assign marines to different players.

Can an image become a 3D dungeon?

A PNG or JPG bird’s-eye reference can be used to extract a floor plan. Review and edit the detected walkable cells, then generate and customise the 3D layout. It is a guided reconstruction workflow, not a guarantee of an exact replica from any image.

How does multiplayer building work?

Players join the host’s Steam session. The map transfers before they enter play. The host can invite a guest to build assist, giving them access to placement and adjustment tools while keeping map generation under host control.

Can I bring PDFs to the Game Master screen?

Yes. Load PDFs from your game’s REFERENCES folder into up to three private, floating readers that you can place in 3D space. Flip through pages, jump to a specific page and search the document. These readers are local to the Dungeon Master and are not shown to other players.

When and where can I play?

Hammer Foundry is in development with PC VR beta as the first target. A public release date and Steam store link have not been announced on this page.

TAKE YOUR SEAT EARLY

Join the
PC VR beta list.

Want to build worlds and help shape Hammer Foundry? Send the team a beta request. Tell us your headset and what you’re most excited to try.

Opens your email app with a request to [email protected]. Send that email to complete your request. Beta access is not guaranteed. You can ask the team to remove your details at any time.

YOUR NEXT GREAT STORY STARTS HERE

There’s a world
waiting at your table.

HAMMER FOUNDRY · PC VR · IN DEVELOPMENT