Dungeon music
Stone corridors, torchlight and something further down. Make dungeon loops that hold the tension for a whole floor without wearing the player out.
This is an example. Describe your own above and it comes like this too: solo a part, redo one, download them, or edit it in Studio.
Your songs
Songs made here
Made from these words on this page, each with its stems. Move a level, or press M or S, to hear a part on its own.
- Unlimited MP3 downloads on every plan, Free included. Unlimited stems with any credit pack, from $3. 5 songs a month free, then 5¢ a song.
- Stems on every plan, Free included. Free gets 3 stem downloads a month.
- Royalty-free for commercial use on every plan.
- Instrumental, up to two minutes a song.
How it works
- Start from the words in the box. "a dark dungeon crawl loop with a low drone, slow hand drums, dripping bell tones and a sparse minor-key melody". Change any of them, or pick an idea under the box.
- Pick the shape. Seamless loop is on, for music that repeats without a click. Pick a tempo, a key and a length, or leave them on Auto.
- Get your track with its stems. Play it, download the mix or the stems, or open it in Studio to change the parts.
Tension that lasts a whole floor
A dungeon floor can take twenty minutes, and the music runs the whole time. Loud, busy music exhausts players long before the boss. What works is a steady unease: something low that never quite resolves, a slow pulse, and a melody that turns up now and then.
- Low and steady: a drone, a slow hand drum, a deep bass note that moves rarely.
- Texture: dripping bells, scraping metal, distant chimes. Name the material of the place.
- Sparse melody: a few notes in a minor key with long gaps.
Dungeon music isn't horror music. Players are meant to feel careful, not scared. For dread, see horror game music.
Rooms in layers
Every track comes as five stems (drums, bass, guitar, keys and other). Load them as layers and one dungeon loop can follow the player from room to room.
- Corridors: the drone and pad on their own.
- A fight room: bring in drums and bass on a bar line.
- After the fight: drop back down, and let the quiet feel earned.
If the drums are too heavy for a crypt, make that stem again with a lighter description and the rest stays as it was.
Going deeper
Give each dungeon its own key and a signature sound (bells for the temple, deep toms for the caverns). For lower floors, make a slower, darker track in that key and the descent becomes something the player hears. For roguelikes, where floors come in a random order, keep the tempo and key the same across the run so any floor can follow any other.
Questions
How do I hint that a boss room is close?
Add layers as the player gets closer: the bass a few rooms out, the drums at the last corridor. Then cut to silence at the door before the boss theme starts.
Can a treasure room have its own music?
Give it a short cue with Seamless loop off, in the dungeon's key, so it plays over the loop and lets the drone carry on underneath.
Should every dungeon floor have its own track?
Give each dungeon one key and one sound, then make a darker or slower track in that key for the deeper floors. The player feels the descent and still knows which dungeon they're in.
Can I use the music in a commercial game or video?
Yes. Every song is royalty-free on every plan, Free included: use it in commercial games, videos, streams, podcasts and apps.
Can I use it in Claude or ChatGPT?
Yes. Add https://gen.daydream.live/mcp as a custom connector in Claude, or as a custom MCP server in ChatGPT, or add the Daydream app from ChatGPT's directory, and sign in with your Daydream account. Then describe a song in the chat: it plays there with its stems in their own lanes, and if you ask for new drums it makes that part again with the other four as they are. It spends the same credits as this page, 5 a song. How to add it.

