What is WorldSlate?

WorldSlate is a standalone visual tool for designing and generating 2D game worlds. You paint obstacles, tweak world generators, and export to your engine of choice. No code required.

How much does it cost?

Pricing details will be announced closer to launch. You'll be able to use it for any project, commercial or otherwise.

Do I need Godot installed?

No. WorldSlate ships as a standalone executable. You don't need Godot, Unity, or any engine installed to use the tool itself. You only need an engine if you want to use the "Open in Engine" export feature.

What engines are supported?

First-class runtime addons exist for Godot and Unity. The "Open in Godot" and "Open in Unity" buttons generate complete runnable projects. Additionally, you can export to native JSON, Tiled .tmj, biome PNG, or CSV for use with any engine or custom pipeline.

How is this different from Tiled?

Tiled is a manual tile/object placement tool. WorldSlate adds procedural generation on top: built-in world generators, cell catalog scatter that learns your placement patterns, seed-based regeneration, and the split between algo (regenerating) and manual (fixed) layers. WorldSlate also imports and exports Tiled .tmj files, so you can use both.

How does the "learn and regenerate" feature work?

When you paint obstacles onto your world, WorldSlate watches exactly how you arrange them. When you change the seed, it regenerates the entire world with different positions but the same look and feel—same density, same variety, same spatial character. Dense clusters stay dense, open clearings stay open. It's not averaging or approximating—the output is faithful to what you painted.

Can I use my own sprites?

Yes. Point the project file's asset_root at your sprites folder. WorldSlate loads any PNG. It also ships with a bundled sprite library (80+ obstacles across 6 biome themes) so you can start immediately without your own art.

What about 3D worlds?

WorldSlate is 2D only. It produces spatial data (positions, types, variants) and biome grids. The output is interpretation-agnostic, so a 3D game could theoretically use the data, but the tool itself is designed for top-down 2D.

Can I write custom generators?

Yes. The Custom Generator loads a GDScript file that implements generate(seed, params) -> Dictionary. Return a dict with grid, zones, paths, boundary, and params. Your generator appears in the Pipeline tab with auto-generated parameter sliders.

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 manual layers for boss arenas, landmarks, story locations, and curated areas that should be the same in every world.

Can I share recipes with other people?

Yes. Export fill recipes (.worldslate.fillrecipe.json) and world recipes (.worldslate.worldrecipe.json) as standalone files. Anyone can import them into their own project. A "dense fantasy forest" fill recipe works in any project that has the right obstacle types defined.

How big can worlds be?

WorldSlate has been tested with 33,000+ placements across a 200,000-unit world (500x500 grid, 400px cells). Performance targets: world generation under 2 seconds, 10K obstacle saves under 1 second. The chunk streaming system in the engine addons handles arbitrarily large worlds at runtime.

What platforms does it run on?

WorldSlate ships as a Godot-exported binary for Windows, Linux, and macOS. The generated engine projects work on whatever platforms Godot or Unity support.

More questions?

Have a question? Check the documentation.