Documentation
Everything you need to get started and go deep.
Quick Start
1. Download
Download the latest release from the website. Unzip anywhere. No installer needed.
2. Create a Project
Launch WorldSlate.exe. The welcome screen offers three options:
- New Project — 4-step wizard: name your game, define biomes, point at your sprites folder, set up zones.
- Open Project — load an existing
.worldslateproject file. - Example — load a bundled preset (Generic Fantasy, Sci-Fi Colony, or Post-Apocalyptic) to explore immediately.
3. Generate a World
Pick a generator from the Pipeline tab. Tweak the sliders. Click Generate (or press Ctrl+G). The biome map appears instantly.
4. Paint Obstacles
Select obstacle types from the palette. Use the paint tool (P key) to brush them onto the map. Switch layers with 1-N keys.
5. Build Cell Catalog
Press C to build a cell catalog from your algo layer. Press V to re-scatter with a new random seed. Same density, different positions.
6. Export
File → Export (Ctrl+E). Pick a format. Or click "Open in Godot" (Ctrl+G) to generate a complete runnable project.
Project File (.worldslate)
Every game has one project file. It defines biomes, obstacles, zones, layers, generator config, asset paths, and keybindings. All JSON.
Key Fields
| Field | Purpose |
|---|---|
biomes | Biome definitions: display name, ground color, ground texture. |
obstacles | Obstacle catalog: sprite path, variant count, group, default scale/rotation. |
zone_types | Zone definitions: display name, color, default radius, behavior (exclusion/specific). |
layers | Dynamic layer list. Each has a key, display name, and behavior (algo or manual). |
generator | Generator type + params. Determines what the Pipeline tab shows. |
asset_root | Path to your sprite folder. Palette thumbnails and export sprites come from here. |
keybindings | Custom keyboard shortcuts. Missing keys use defaults. |
Generators
Noise Generator
FBM noise assigns biomes by threshold. Good for natural-looking terrain. Params: width, height, cell size, noise frequency, octaves, biome thresholds.
Voronoi Generator
Random seed points create organic regions. Each gets a biome. Params: region count, relaxation passes.
Radial Generator
Rivers radiate from center, creating sectors. Each sector gets a biome gradient (base → intensified → extreme). Params: world radius, river count, meander, boundary noise, moat, island.
Blank Generator
Empty grid filled with one biome. Start from scratch.
Custom Generator
Load a GDScript file that implements generate(seed: int, params: Dictionary) -> Dictionary. Must return {grid, zones, paths, boundary, params}.
Learn and Regenerate
This is WorldSlate's signature feature. Here's the workflow:
- Paint obstacles on an algo layer—arrange trees, rocks, and details the way you want them to look.
- Press
C. WorldSlate analyzes your layout and learns how you arranged things. - Press
V. The world regenerates with a new seed—different positions, same look and feel. - Adjust the randomness slider to control how closely the output follows your original layout.
- Obstacles automatically respect biome boundaries, rivers, and exclusion zones—no manual cleanup needed.
The result is faithful to your original placement style. Dense areas stay dense, sparse areas stay sparse, and the mix of types and variants stays consistent.
Export Formats
| Format | Output | Use Case |
|---|---|---|
| Native JSON | .worldslate.json + biome PNG + legend | Lossless full data |
| Tiled .tmj | Tile layer (biomes) + object layers (obstacles, zones, POIs) | Tiled editor interop |
| Biome PNG | Indexed color image + placements JSON | Visual reference or custom pipeline |
| CSV | 5 flat tables: placements, biomes, zones, POIs, paths | Spreadsheet or custom tooling |
| Recipe | World recipe + fill recipe as separate files | Sharing generation rules |
| Open in Engine | Complete Godot or Unity project | One-click playable world |
Keyboard Shortcuts
| Key | Action |
|---|---|
P | Paint tool |
S | Select tool |
F | Fill tool |
B | Toggle biome paint color (white/black) |
C | Build cell catalog + scatter |
V | Re-scatter from cached catalog |
1-9 | Switch active layer |
Ctrl+Z | Undo |
Ctrl+Shift+Z | Redo |
Ctrl+S | Save profile |
Ctrl+G | Generate world |
Ctrl+E | Export dialog |
Ctrl+A | Select all (in select tool) |
Ctrl+D | Duplicate selection |
Delete | Delete selection |
MMB drag | Pan |
Scroll | Zoom (cursor-centered) |
All shortcuts are rebindable via the project file's keybindings field or a .keybindings.json file.