Choose between a full starter world or a blank world when creating a project.

Starting Content

Every new project asks what your world should start with. You can begin from a playable example world to learn from and build on, or a blank world where you author everything yourself — and independently choose whether the demo tiles & objects art packs are installed.

Where to Choose It

  • Desktop Studio — the New Project dialog (launcher → New Project) shows a Starting Content picker and an Include demo tiles & objects checkbox.
  • Studio Web — the New Project modal on your account dashboard shows the same options above the Database Mode picker.
The choice applies when the project's database is first created. It cannot be changed retroactively from the UI — see the gotchas below.

Setup

1. Click New Project (desktop launcher or the Studio Web dashboard). 2. Name your project. 3. Under Starting Content, pick Starter World or Blank World. 4. Tick or untick Include demo tiles & objects. 5. Create the project. The world is seeded with your choice on first open.

Options

OptionWhat you get
Starter World (default)The full playable example world: the Meadowlands starter zone with items, skills, abilities, mobs, NPCs, quests, recipes, resource nodes, pets, mounts, achievements and market groups — plus a worked example of every other system (see below). Everything is wired together, so you can playtest immediately and study how content is authored.
Blank WorldOne empty 25×25 starter zone with a spawn point, plus the engine defaults every project needs: weapon & armor types, skill categories, biomes, vocabulary, balance and server settings. No gameplay content — you author it all.
Include demo tiles & objects (default on)Paints the starter map's ground with Grassland and installs the engine's built-in art: 600 object sprites across six packs, the painted autotile library (118 blocks), the 20 ground terrains across five biomes, and the shader demo library. Turn it off for a clean project with none of it in your database.

The two choices are independent — a Blank World with the art packs gives you an empty map plus the full built-in art library to build with.

In the editor the art arrives under its own palette names: objects split into Painted Props and Pixel Props, and the built-in tilesets sit in the Starter Terrain section. This is shipped product art, not placeholder scaffolding you are expected to replace before launch.

What a Starter World Fills In

Every system below arrives with a small, working example rather than an empty editor page. All of it is ordinary seeded data — rename it, retune it, or delete it.

SystemWhere to find itWhat's there
ElementsDatabase → ElementsEight elements (Fire, Water, Earth, Air, Ice, Lightning, Light, Shadow), a counter-wheel on the effectiveness matrix, and the status procs that make an element mean something — Fire burns, Ice chills and sometimes freezes, Lightning stuns, Shadow poisons. Fireball is Fire; the Stone Golem is Earth and takes extra damage from Water and Ice.
Rarity & QualityDatabase → Items → RarityThe Common → Mythic rarity ladder and the Normal → Masterpiece craft-quality buckets.
AffixesDatabase → Items → AffixesSix prefix/suffix modifiers. Having any affix rows switches the system on, so gear starts dropping as "Sturdy Iron Sword of Health" without configuring a single item.
Classes & TemplatesDatabase → ClassesWarrior, Mage, Ranger and Cleric, each with a character template — different stat lines, starting gear, spells, element affinities and equip restrictions.
WeaponsDatabase → ItemsA tier‑1 weapon for every starter weapon type — sword, dagger, mace, axe, spear, bow, staff and wand — each craftable and stocked at the forge, so every weapon type and its combat skill is reachable.
Shops & KitsDatabase → NPCs → ShopsHilda's Forge and Mira's Remedies as real shops with stock sets, restock timers, buy‑back and opening hours, plus a Recruit's Kit and Gatherer's Kit sold as bundles.
Crafting stationsZones → MeadowlandsOne station of every type the seeded recipes need, placed around the spawn point.
LocationsDatabase → LocationsThree discoverable landmarks that fire when a player walks onto the biome they name.
EventsDatabase → EventsA welcome message and a Rest common event, plus a signpost on the starter map.
World & calendar eventsDatabase → World Events / CalendarHarvest Bounty, The Wolf Hunt and The Golem Wakes, with a Harvest Festival and The Long Night scheduled on a live calendar.
TreasureDatabase → Items → Chest SpawnsA wooden chest, a buried cache, and a rule that scatters caches across the plains — the only place pet eggs are found.
PetsDatabase → Pets & MountsAn egg for every starter pet, and pasture yields so pets left in a pasture actually produce.
Generated NPCsDatabase → NPCs → TemplatesVillager and Militia templates with name and persona pools and a spawn rule, so the starter map has a population that comes and goes.
AudioDatabase → AudioThe mixer skeleton: Master → Music / SFX / Ambience / UI / Voice buses, three parameters, and Combat and Dialogue snapshots.

The starter world also ships twelve biomes (Plains, Forest, Jungle, Savanna, Desert, Swamp, Tundra, Mountain, Volcanic, Beach, Lake and Ocean) so generated maps have a landscape to draw from. The Swamp carries a PvP override as a worked example of biome-level rules.

What a Blank World Still Includes

A blank world is never broken-empty. You still get a working spawn, the default player controls, the twelve biomes, and the engine's built-in unarmed attack (restored automatically by the game server). Characters spawn with no starting items — set your own loadout under Characters → Starting Inventory once you've authored some items.

Gotchas

  • The choice is per-project and applies once — at first seed. Re-opening, re-publishing, or re-provisioning a project keeps whatever you picked.
  • Desktop projects record the choice in the project's .env as SEED_CONTENT (starter / blank) and SEED_DEMO_CONTENT (1 / 0). To add the starter content to a blank project later, edit those values and run Seed Database from the Studio maintenance scripts — seeding never overwrites content you've already authored.
  • Turning it off doesn't remove the built-in palette from the editor — the Starter Terrain tilesets stay available to paint with, served from the engine's own content-addressed art store rather than from your project's database. What you don't get is the tile artwork files copied into your project folder, the object and media rows written into your database, or the starter map painted for you.
  • Starter content is editable, not locked — it's normal seeded data. Many creators start from the Starter World and reshape or delete pieces as they go.