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World Editor

A map editor of your own, in the browser. Shape the land, plant props and camps, then drop into the result and walk around it.

Where to find it

The editor is a page of its own at /editor, apart from the game. It opens on a fresh, untitled map built from the world you already know, so you always start with real ground under your feet. A short guided tour runs the first time you visit, and Help in the top bar can run it again.

What you can build

Tools live on the rail down the left, each with a single-letter shortcut shown on its button. Pick one and work straight on the map in front of you. Ctrl+Z undoes and Ctrl+Y redoes, so nothing you try is permanent.

Shape the land

Raise, lower, smooth, and flatten the ground under a brush whose size you set as you go, with a strength dial on the raising, lowering, and smoothing passes.

Paint and flood

Paint biome ground cover over a zone default, and set the one water level that every lake the map declares rises or falls to.

Place props

Drop pieces from the built-in asset catalog onto the ground. The select tool, the first button on the rail, picks a placed piece back up so you can move, rotate, scale, or duplicate it, and the erase tool lifts one off the map when you change your mind. A placement can be given collision so a player walks around it instead of through it. For the broad strokes, a procedural panel sits under the same tool: scatter a whole category of assets across an area in one go, or raise a run of hills, both worked from the map seed, so the same settings always give you the same result.

Camps and a spawn point

Lay out mob camps that come alive in playtest, and set the spot where a playtest drops the player in.

Invisible walls

Drag blocker walls that stop movement without showing anything, for an edge you want quietly closed off.

Copy a whole area

Box-select terrain and placed assets with the region tool, then paste that selection somewhere else on the map.

Two views of the same map

The 3D viewport draws your map with the real game renderer, so what you see is what you get: drag to orbit, scroll to zoom. The 2D overhead map is the plan view, better for moving zone markers such as hubs, graveyards, and points of interest, and for framing a large area before you sculpt it. The toggle sits in the top bar.

Play your map

Playtest hands the map to the game and drops you into it as a warrior. Everything you made is underfoot: camps spawn, blocker walls hold, and placements with collision push you around them. When you have seen enough, come back to the editor and keep working.

A sandbox, not the live world

Custom maps never change the game everyone else is playing. A playtest runs offline in your own browser and never talks to the server, so nothing that happens in it reaches your characters or the shared world.

Saving your work

Ctrl+S saves, and while there are unsaved edits a dot sits beside the map name and the Save button calls for your attention. Without an account the editor still works: maps are kept in your own browser, an autosave can be switched on, and Export writes a map out as a plain JSON file that Import reads straight back.

Signed in with your game account, a save also goes to the server, so your maps follow you to another machine. The Open window has one tab for the drafts in this browser and another for the maps saved to your account. If the editor shows an offline badge, sign in to the game in another tab, then reload the editor.

Publishing and forking

Maps saved to your account start private. From the Open window you can publish one, which lists it for anyone to browse, and unpublish it again at any time. The Public tab in that same window browses everything other players have published: Open loads one so you can look around how it was made, and Fork drops a private copy into your own list to change however you like. A copy is a new map: editing it never touches the original.

There is a limit on how many maps one account may keep, so tidy up the experiments you are done with.

Bringing your own models

Signed in, the Upload button takes a GLB model of your own and adds it to the asset browser beside the built-in catalog, ready to place like any other prop. Uploads are stored on your account, count against a size and storage limit, and can be deleted from the asset browser when you no longer want them.

Learning the tools

Help in the top bar opens a reference covering every tool, the keyboard shortcuts, and the mouse moves, and it can restart the guided tour at any time. The rest is poking at things: undo is always a keystroke away, and Export gives you a copy of a map you can always come back to.