Top-down map view: rooms are placed with real overlap rejection, then connected by a true minimum-spanning-tree corridor graph so the whole dungeon is guaranteed reachable.
Tap/click a floor tile to re-root the reachability check from that tile. Room placement uses a seeded LCG; corridors follow Prim's minimum-spanning-tree over room-centre distances, so every room is reachable with the fewest possible corridor segments.