gdgenGet the copilot

An AI that builds
levels with you.

An AI copilot that lives inside the Geometry Dash editor. Select a section, tell it what you want, and it builds real, physics-checked geometry in place. The way Cursor works for code.

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A fine-grain halftone photograph of a half-built block structure on a grassy hill, two blocks floating mid-placement beside a dashed ghost block

Not one model. Two, split clean.

Everything gdgen builds runs on two models. Runner owns what you play. Chroma owns what you see. Neither one can reach into the other’s job.

Between them sits a physics gate: the gameplay has to be proven beatable before Chroma is ever allowed to touch it. That’s why a loud redesign can never make a level impossible.

what you play

Runner

Dreams the coarse map, super-resolves it to a full grid, and sets the cube, ship, and wave flow. Tuned for levels that connect and clear.

24×8 → 96×32 grid

Runner: the playable geometry at full resolution

what you see

Chroma

Layers deco, palette, and color triggers over finished geometry it never moves. The look is a coat over the level, not a rewrite of it.

deco · palette · triggers

Chroma: design layered over the finished gameplay

What you play and what you see, built in separate passes.

A chain of small, specialized models. Each owns one job, and the gameplay is finished and physics-checked before design begins.

Layout: A GPT dreams a coarse 24×8 map, column by column, so left-to-right flow and connectivity come for free. It's the level's skeleton: where floors, gaps, and beats fall, before a single object exists.

01 · what you play

Layout

A GPT dreams a coarse 24×8 map, column by column, so left-to-right flow and connectivity come for free. It's the level's skeleton: where floors, gaps, and beats fall, before a single object exists.

Build it with you.Or build it for you.

The copilot lives in your editor and builds alongside you. Or skip straight to a finished level from a song. Both compile to real, physics-checked GD.

the copilot

The in-editor assistant

Select geometry, say what you want, and Claude builds the change in place. Apply, revert, iterate, without leaving the editor. It’s Cursor, for Geometry Dash.

96×32grid resolution
6model pipeline
.gmdnative export

Geode mod · real GD objects · revert any edit

Download the mod

the generator

Generate from a song

Pick a curated track and a difficulty. Claude designs a complete level synced to the beat.

  • Curated songsverified BPM grid
  • Any difficultyeasy to demon
  • .gmd exportimport anywhere
  • Geode browserone-click in-game
Generate a level

Simple pricing, or self-host it free.

The models, the compiler, and the Geode mod are all open source. Start free with a metered copilot; paid plans lift the limits and unlock our most capable models.

Free

For players and tinkerers.

$0/mo

the copilot, metered

Start free
  • The in-editor copilot, metered
  • Generate from a song
  • Browse & download every level
  • Geode mod, one-click import

Creator

For people who build a lot.

$6/mo

unlimited copilot edits

Get Creator
  • Everything in Free
  • Unlimited copilot edits
  • Unlimited song-to-level
  • No wait queue
  • Longer, harder levels
most picked

Pro

For serious level designers.

$14/mo

everything, no limits

Get Pro
  • Everything in Creator
  • Our most capable models
  • Whole-level edits in one pass
  • Priority queue
  • Support the project

open source

Rather run it yourself? Do.

Everything, from the trained models to the compiler and the mod, lives on GitHub. Self-host the whole stack and own your levels.

See the code

The fine print, in plain English.

An AI copilot that lives inside the Geometry Dash editor. Think Cursor or Claude Code, but for levels instead of code.

Select some geometry, say what you want, and it builds the change in place: real GD objects, applied to your level, with a revert chip on every edit.

You highlight a section and describe the change. Claude designs it, compiles it to real GD objects, and applies it right where you're working.

Nothing is a black box: every edit is a chip you can revert one at a time, so you stay in control of the level.

No. Layout and design are separate passes: the gameplay is finished and physics-checked before design ever touches it, and design never moves a hitbox.

And any edit can be reverted, one chip at a time.

Yes. Hand it a curated track and a difficulty and the generator designs a complete level synced to the beat, no editing required.

It's the same models the copilot uses, pointed at a blank canvas instead of your selection.

Yes. A physics simulator plays every section before a level ships and rejects anything impossible.

So what you download is always clearable, not a wall of spikes no human could pass.

Every level page has a .gmd download you import straight into your created levels.

Or use the Geode mod to browse the newest levels and import them in one click, without leaving the game.

No. The copilot, generating, and downloading are free to start, with no signup and no account.

A curated set of Newgrounds tracks, each with a human-verified BPM grid, so every pattern lands on the beat.

No. gdgen is a fan project, not affiliated with or endorsed by RobTop Games.

The whole project lives on GitHub, from the model pipeline to the compiler and the Geode mod.

Still something on your mind?See the code