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01 · Scene Editor

The editor is the game, paused.

Place props, draw structure, light the scene and drop trigger zones inside the running world. Press Preview and you are standing in it.

Place, light, wire

Drop props from the core pack, the shared library or your own uploads. Add point, spot and directional lights. Place spawn markers and trigger zones that your rules can hear.

Click to place, drag to move, gizmos to rotate and scale
Snap to grid, nudge with arrow keys, duplicate with one key
Five environment presets from midday to night, all tunable

Structure with Map Builder

Draw walls, panels, rooms and stairs on as many floors as you need. The runtime derives walkable space and collision from what you drew, so there is no separate collision pass.

Multi-floor maps with real stairs between them
Per-floor wall height, thickness and grid snap
Structural undo separate from object undo

An inspector that knows the rules

Every parameter is typed and validated as you type. Select a light and you get intensity, range and colour. Select a trigger and you get its kind, size and the zone id your Logic rules match on.

Material presets, emissive and roughness per object
Multi-select editing across objects
Named objects and instant scene search

Playtest without leaving

Preview runs the same runtime a published game uses, with your HUD, audio, rules and camera choice. Escape returns you to the editor with nothing lost.

One key in, one key out
Autosave while you work, plus scene snapshots you can compare and restore
A shortcut guide one keypress away
Projections2D top down, 2D side view, 3D
StructureWalls, panels, rooms, stairs, floors
HistoryUndo, redo, scene snapshots
AutosaveContinuous
Docs: Scene workspace Next: Art & Assets
Soulstack

Your first game is a browser tab away.

In active development. Nothing to install to build it, and a real app at the end.