What is WorldSlate?
A 2D world studio that ships with your game. Design how worlds generate with sliders and brushes (biomes, rivers, zones, landmarks), then "Open in Unity" or "Open in Godot" to get a walkable starter project with the live generator as readable source. Players hit "new world," your game runs the generator with a fresh seed.
What does "Open in Unity" or "Open in Godot" actually give me?
Not a map export; a full starter game. The scaffolded project includes a walkable player controller (placeholder sprite, drop in your own); your generated world chunk-streamed for smooth large maps; a world map; a minimap with fog-of-war reveal; zone flags queryable from your code in two lines; and POI markers for landmarks and quest hooks. Plus the live world generator as .gd / .cs source. Yours to read, modify, and ship. Press F5 and in seconds you're walking around. From there it's your game.
How much does it cost?
Pricing will be announced closer to launch. The license will cover any project, commercial or otherwise.
What engines are supported?
First-class runtime shells for Godot and Unity: identical features across both, native to each engine. Or export the full .worldslate project, native JSON, biome PNG, or placement CSV for any other engine.
Do I need Godot or Unity installed?
Not to use WorldSlate itself. It ships as a standalone executable. You only need the matching engine if you want to actually open the exported project.
How is this different from RPG Maker or Wonderdraft?
RPG Maker is a complete engine with its own runtime. Wonderdraft is a static fantasy-map maker. WorldSlate adds procedural generation + a runtime game shell + readable runtime source: one unified generator with five partition modes, biome distribution by weight + spatial bias, deterministic seeds, and a one-click export to a running Unity or Godot project where the generator itself ships as .gd / .cs source you own.
Will players need WorldSlate to play my game?
No. The procgen engine ships inside your game as a runtime addon. Your players hit "new world," your game runs the generator with a fresh seed, and a new layout appears: same recipe, different world. Just like Don't Starve or Terraria.
Are worlds deterministic?
Yes. Same project + same seed → byte-identical world, every time, forever. Built for repeatable test runs and shareable creations, including shareable world-gen recipes and templates.
How do manual placements work?
Manual layers are seed-independent. Anything you place on a manual layer stays at the exact same position regardless of which seed you generate with. Use them for boss arenas, towns, story locations, and curated setpieces that must be identical in every world.
Will algorithmic scatter ship at launch?
Yes, it ships in v1 marked experimental. Flip it on in Settings → Experimental and the tool learns the density pattern from a few brushed example trees, then reproduces it across every matching biome cell. The experimental gate goes away once it's hardened against more workflows. Hand-placed and brush-placed obstacles work on day one without the toggle.
Can I use my own sprites?
Yes. Add a folder in the Asset Library screen and WorldSlate scans it, surfacing every sprite in the obstacle palette. SVG and PNG both work. WorldSlate also ships with 1200+ royalty-free SVG sprites across many biome themes, so your exported game renders with real art on day one. Sourced from OpenGameArt.org.
Can I share recipes and templates?
Yes. .worldslate project files are fully shareable; recipes are standalone and importable into any project. Many starter templates ship in the box.
How big can worlds be?
Tested with 33,000+ placements across a 200,000-unit world (500×500 grid, 400px cells). The chunk-streaming runtime in the engine shells handles arbitrarily large worlds.
What about 3D worlds?
WorldSlate is 2D only. It produces spatial data and biome grids that a 3D game could in theory consume, but the tool, the editor, and the runtime shell are designed for top-down 2D.
What platforms does it run on?
WorldSlate v1.0 ships for Windows; Linux and macOS are on the roadmap. The exported Unity and Godot projects target all platforms those engines support, regardless of which OS you author on.
What's the licensing? Can I sell my game commercially?
Yes. Perpetual royalty-free commercial license. Sell your game on any platform with no attribution required, no royalties, no per-player fees. Runtime source files in your project are yours to modify. Bundled 1200+ sprites are public domain. Plain-English summary →
Do I own the runtime code? Can my players generate worlds in my shipped game?
Yes to both. The runtime ships as .gd / .cs source in your project. Read it, modify it, build on it. Player-facing world generation inside your game is fully allowed: in-game level editors, player-driven world generation, modding interfaces, workshop content. The only restriction: you can't redistribute the runtime as a standalone tool to other developers.
What if WorldSlate stops getting updates?
Your shipped games keep working. The runtime is plain .gd / .cs source inside each game's project (see Q17). No service calls back to us, no DLLs that go stale, no licensing checks at runtime. If WorldSlate stops being maintained tomorrow, every game you've already shipped keeps generating worlds the same as the day it shipped, on every platform its engine targets. And if you want to keep evolving the algorithm yourself, the source is right there to fork.
What if I don't like it?
14-day no-fault refund window. Request a refund through itch.io within 14 days of purchase, provided you haven't shipped a game with the runtime in that window.
Where can I follow updates?
WorldSlate is available now on itch.io. Launch pricing locked at $19.99 for Solo. For dev updates and chat, join the WorldSlate Discord.
Still curious?
Drop your email for news on updates.