diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/standard/RingRoom.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/standard/RingRoom.java
new file mode 100644
index 000000000..b74ea2924
--- /dev/null
+++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/levels/rooms/standard/RingRoom.java
@@ -0,0 +1,58 @@
+/*
+ * Pixel Dungeon
+ * Copyright (C) 2012-2015  Oleg Dolya
+ *
+ * Shattered Pixel Dungeon
+ * Copyright (C) 2014-2017 Evan Debenham
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program.  If not, see <http://www.gnu.org/licenses/>
+ */
+
+package com.shatteredpixel.shatteredpixeldungeon.levels.rooms.standard;
+
+import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
+import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
+import com.shatteredpixel.shatteredpixeldungeon.levels.painters.Painter;
+
+public class RingRoom extends StandardRoom {
+	
+	@Override
+	public int minWidth() {
+		return Math.max(super.minWidth(), 5);
+	}
+	
+	@Override
+	public int minHeight() {
+		return Math.max(super.minHeight(), 5);
+	}
+	
+	@Override
+	public float[] sizeCatProbs() {
+		return new float[]{6, 3, 1};
+	}
+	
+	@Override
+	public void paint(Level level) {
+		Painter.fill( level, this, Terrain.WALL );
+		Painter.fill( level, this, 1 , Terrain.EMPTY );
+		
+		int minDim = Math.min(width(), height());
+		int passageWidth = (int)Math.floor(0.25f*(minDim+1));
+		Painter.fill(level, this, passageWidth+1, Terrain.WALL);
+		
+		for (Door door : connected.values()) {
+			door.set( Door.Type.REGULAR );
+		}
+	}
+}