Features
Mosaic does the tedious parts — edge detection, adjacency, fill, spacing — so you stay focused on how your level looks.
Click and drag to tag tiles by category. Shift-drag to capture whole blocks like skies, silhouettes & big props.
The generator infers caps, corners, edges and fill automatically. You never touch an adjacency rule.
Auto-scatter decorative props on valid ground only — or hand-place them with a pixel-perfect Place mode.
Side-scroller, bird's-eye, and 3/4 Zelda-style terrain — including blob autotiling and carved paths.
Repaint any cell, manage layers, and tweak the result until it's exactly right. Visual correctness first.
Send finished levels straight to Godot, Unity, Phaser, or Tiled — tilesets, layers and GIDs included.
Tools like Tiled and LDtk ask you to set up corners, caps, transitions and adjacency rules before you can build. Mosaic handles that logic for you — you just say what a tile is and shape the result. Dive into the deeper tile mechanics whenever you're curious; you'll just never be blocked waiting to.
Plays nice with your stack
Mosaic outputs a clean tile grid plus engine-native files — tilesets, layers and tile IDs already wired up.