The studio

The editor. What it shows you, what it checks, and what it will build for you.

Runs in your browser. No account, no upload, no server. Your worlds are stored on the machine you edit on. The only copy that leaves it is the one you export.

Layout

ToolbarWorld switcher, new, load, export, undo and redo, where play begins, mods, rules, and a valid or invalid light.
DockFive tabs: World, Content, Rules, Story, Module. Each collection shows a count and a problem count.
World treeBiome, area, and place nesting. Start pinned on top. Marks hand drawn maps against generated ones, and who lives where.
ViewportMap, the current table, then eight analysis views.
InspectorA form for the selection, plus any generators that apply to it.
ProblemsErrors, warnings, notes. Each row jumps to the field.
Command paletteEvery entry, collection, view, and action. Around 2,300 items in a large world.

Forms

Fields the engine does not read
A handful are accepted, checked, and exported, then never read during play. The studio says so under the form, and this reference says so in the field description.

What it checks

Every problem gives a location, what is wrong, and a code you can filter on.

As you type.

Around thirty codes. Typos get a suggestion, or a list of valid options when nothing is close.

When you pause. Ten rules about whether the world makes sense:

An objective points at something that is not there.
A flag nothing ever sets.
A flag set only by something unreachable.
A road that goes one way by accident.
A reward handed over before the roll that decides it.
A hidden place with no way of being found.
A discovery formula naming a lore thread that does not exist.
A quest nothing can offer.
A monster an objective wants killed that never appears.
A conversation nobody can open.

Notes are hidden behind a checkbox. Rules can be turned off, and the setting stays with you rather than travelling with the file. You can also record decisions you have already made, such as which quests gate an act, and a rule will stop reporting them.

Also when you pause. Anything your installed mods report. A mod cannot make a valid world invalid.

Analysis views

MapThe dungeon this starting number produces, with a reroll.
BalanceRolls your loot and encounter tables thousands of times.
Dialogue graphEvery node and edge in a conversation.
TimelineRuns your memory settings forward day by day.
PerceptionWhat can see, hear, or smell what, and from how far.
EventsEvery gate in the world, with its condition in plain language.
OrphansEntries nothing references.
PrefabsTemplates, their instances, and your overrides.
Raw JSONThe document as it will export.

Each runs the real generators, tables, and senses, at the same starting number the game uses.

Generators

All show you the result before applying it.

Dungeon fitBuilds the dungeon several times, reports what it really produces, and offers a size that matches. Fifteen rooms often comes out as two.
Lay outRing positions for places that have none. Skips anything already placed.
RoadsEdits both directions of a connection together. One way is a checkbox.
Quest chainReads the chain shape from what you wrote, names the missing piece, and wires the next link.
Dialogue piecesAdds a rumour, a favour, or small talk, with the payoff on the success node.
DescriptionCreates, names, and links a text pool in one edit. Refuses to edit a shared pool.
HiddenFive values become a discovery formula. Reads existing ones back.
NoticingAn arrival trigger that teaches a clue.
ThreadA lore thread and everywhere its clues are anchored.
Map painterPaint, erase, rectangle, and eyedropper across map layers. One undo step per stroke.
PrefabsFour strings become a full entry. Editing a prefab tells you it will update thirty six inns before it does.
RenameChanges an id everywhere, and names the places it could not, such as an objective target or a flag.

Starting a world

A new world is the smallest valid one, with no starting location and no areas. The problems panel opens as a to do list.

The composer copies a ruleset from any world you have. Tick from thirteen sections. Ticking classes pulls in attributes. Unticking something drops whatever depended on it. Wording is one checkbox.

Examples ship with the studio and are yours to edit once loaded.

Storage

Nothing is backed up
Export the worlds you care about.

Playing your world

Export, then open the file in the player. The studio has no play button. What the player loads is the file anyone else would receive.