Legal · Plain English · v1.0
Licensing
Short version: your game is yours. Royalty-free, perpetual, no attribution required.
This page is the plain-English summary of the WorldSlate End-User License Agreement and describes what you can and cannot do; the full legal text ships with WorldSlate and is the authoritative version.
What you can do
- Use WorldSlate to make any game. Commercial, non-commercial, free, paid, jam project, hobby, school assignment. One license = one person.
- Ship the runtime inside your games. The
.gd(Godot) and.cs(Unity) source files generated by "Open in Godot" or "Open in Unity" go into your game projects and ship as part of your compiled games on any platform: desktop, web, console, mobile. - Modify the runtime freely. The runtime ships as readable source. Read it, change it, refactor it, extend it. It's your project now.
- Sell your games with no royalties. No per-player fees, no revenue share. Perpetual, royalty-free.
- Skip attribution. No credit to WorldSlate is required. If you want to add "World generation powered by WorldSlate" somewhere, it would be much appreciated, but entirely optional.
- Build in-game level editors and modding systems. Player-facing world generation inside your shipped game is fully allowed: in-game level editors, player-driven world generation, modding interfaces, workshop content. Players generating worlds in your game is part of the deal.
- Use the bundled sprite library freely. The 1200+ SVG sprites bundled with WorldSlate are public domain. No restrictions, no attribution required, in any project for any purpose.
- Refund within 14 days. No-fault refund through itch.io within 14 days of purchase, provided you haven't shipped a game with the runtime in that window.
What you can't do
- Resell or redistribute WorldSlate (the editor) itself. One license per seat: a studio with five developers needs five licenses.
- Redistribute the runtime as a standalone library, plugin, asset pack, or development tool. The runtime ships only as part of your finished games. Player-facing features inside a shipped game are fine; a "WorldSlate runtime asset" listed for sale on the Unity Asset Store would not be.
- Develop a competing world-generation tool with it. You can't take WorldSlate's runtime and use it to build another worldgen tool to sell to other developers. (Building worldgen features into your game is not the same thing. That's allowed.)
- Reverse-engineer or decompile the WorldSlate editor. The runtime source is yours to read; the editor binary is not.
- Use WorldSlate (or its outputs, or the bundled sprites) as training data for AI/ML models. The tool, the runtime source, the sprites, and the documentation are all off-limits as model training input. This is about WorldSlate itself; using AI inside your own game (NPC behavior, runtime systems, gameplay assistance) is your business and not restricted by us.
- Remove copyright notices from runtime files. You can add your own additional copyright notices on top.
What ships with your game
When you "Open in Godot" or "Open in Unity," you don't get a sealed export. The complete world generator ships as readable source in your project:
Godot — addons/worldslate/
shell/— player, camera, chunk view, minimap, tab map, map reveal (fog-of-war), POI / zone indicesworld_gen/— the full generator (compose + 9 passes: canvas, boundary, zones, partition, classify, outer ring, lakes, rivers, center)math/— noise, Voronoi, Delaunay, splines, polygonize, geometrydata/— recipe loader, world-data adapter, sprite resolverruntime/— cell catalog, scatter, scatter math (deterministic algo placements)render/— paletteskins/— four bundled skin.tresfiles (Loom Dark / Light, Atelier Dark / Light)
Unity — Assets/Plugins/WorldSlate/
Shell/— player, camera, chunk view, minimap, tab map, map reveal, POI / zone indicesRuntime/— recipe loader, world-data adapter, sprite resolver, plusRuntime/WorldGen/(the full generator) andRuntime/Scatter/(cell catalog + deterministic scatter)
Plus your scene, your game.gd / Game.cs entry point, and your world data (recipe + manual placements + POIs). The runtime files have a stable extension API; the parts you should never need to edit are signaled in comments. Everything is yours to modify.
What about the bundled sprites?
The 1200+ SVG sprites that ship with WorldSlate are public-domain. Use them in any project for any purpose, commercial or otherwise, with no restrictions and no attribution required. Sourced from OpenGameArt.org.
What if I disagree with something?
The full EULA is the authoritative document and is what controls if anything in this summary is unclear. It ships with WorldSlate. If anything in the EULA looks strange or wrong for your situation, ask in the Discord or email contact@worldslatestudio.com. Happy to clarify.
Contact
Licensing questions, support, or anything else: contact@worldslatestudio.com, or join the WorldSlate Discord. Refund requests go through itch.io.
