Layout, shortcuts, auto-save, and workflow tips.
Interface Guide
Layout
The Studio has two layout layers that matter:
- App shell — a left navigation sidebar for switching sections like Zones, World, Items, and Settings
- Zone editor workspace — the default screen, with a top menu bar (File · Edit · View · Game · Tools · Help), a left map browser, a center canvas, a right context panel, and a bottom status bar
- Pages and modals — content editors open as dedicated pages from the app nav, while tools like Database, Plugins, Build, and Settings open from the editor menu bar

Keyboard Shortcuts
Press ? (Shift + /) at any time inside the zone editor to open the in-editor shortcut overlay. It lists the live set of bindings for the current mode.
Map Edit Mode — Tools
| Key | Action |
|---|---|
| H | Hand tool (pan the view) |
| P | Pencil tool (paint tiles) |
| R | Rectangle tool |
| C | Circle tool |
| F | Flood fill tool |
| E | Eraser tool |
| I | Eye dropper (sample tile from map) |
| S | Select tool |
| G | Toggle grid |
| [ / ] | Decrease / increase brush size |
Event Mode — Tools
| Key | Action |
|---|---|
| S | Select event |
| E | Erase event |
| G | Toggle grid |
| Double-click | Create a new event (empty tile) or open the event editor (existing event) |
Editing & Clipboard
| Key | Action |
|---|---|
| Ctrl+S | Save current work |
| Ctrl+Z | Undo |
| Ctrl+Y | Redo |
| Ctrl+A | Select all (within the current layer) |
| Ctrl+C | Copy the active selection (tile stack or event) |
| Ctrl+V | Paste the clipboard at the cursor |
| Delete | Delete the current selection |
| Escape | Clear selection, cancel marquee, or close a modal |
View & Navigation
| Key | Action |
|---|---|
| Space + drag | Pan the view |
| Middle-click + drag / two-finger swipe | Pan |
| Scroll wheel / trackpad pinch | Zoom |
| + / − | Zoom in / out |
| 0 | Reset zoom to 100% |
| Home | Center the view on the map |
Player Controls & Loadouts
The included game client supports multiple control styles instead of forcing a single MMO layout.
Control Presets
Projects can ship with presets for:
- Point-and-click — classic click-to-move MMO controls
- Hybrid — click movement plus direct-combat hotkeys
- WASD — direct movement with action bindings
- Keyboard-only — no mouse requirement for core movement/actions
- Controller — gamepad-aware movement and camera rotation support
- Touch — tap-to-move and virtual joystick options for mobile play
Binding Coverage
The runtime control config can bind actions across these categories:
- Movement — click move, directional movement, run modifier
- Camera — rotate left/right, face cursor
- Combat — primary attack, auto-attack, Stop (default Z — cancels auto-attack, the walk into range, and any cast in progress), equipment-derived abilities, and hotbar slots
- Interaction — interact and contextual world actions
- Panels — inventory, character, skills, abilities, quests, market, pets, breeding, build, world map, and store
- Social / System — guild, friends, close, keybind reference, and admin actions
Hotbar & Loadouts
- The action bar includes equipment-driven combat slots plus 4 player-configurable hotbar slots
- Abilities and supported consumables can be assigned to those hotbar slots
- Named loadouts can be saved and switched to restore hotbar setups quickly
- Loadout switching is persisted through the game server, so it is part of the runtime, not just a local mockup
Auto-Save
The map editor supports configurable auto-save intervals:
- Off
- Every 5 minutes
- Every 10 minutes
- Every 15 minutes
Grid Display
- Toggle grid visibility in the map editor toolbar
- Grid snaps to tile boundaries for precise placement
- Adjustable grid scale for different zoom levels
Undo/Redo
The map editor maintains a full undo/redo stack for:
- Terrain painting
- Object placement
- Object deletion
- Layer changes
Play Testing
Launch Game → Playtest (Ctrl+P) from the menu bar to instantly open a game client connected to the embedded server.
Every Playtest launch publishes your authored content to the embedded server first, then opens the client. On the desktop app the editor and the game server keep separate copies of your project database, so this step is what guarantees the character templates, items, mobs and maps you just saved are the ones you play against. Large projects take a few extra seconds on launch while that runs; if it can't finish, the client still opens and the editor warns you that you may be playing slightly stale content.
Some changes (like new plugins) additionally require a server restart, which you can do from the Server tools.
Playtesting is also where you can verify player-facing systems that are easy to miss from the editor alone, such as:
- active control preset behavior
- keybind reference display
- hotbar assignment and named loadouts
- touch controls and mobile-oriented overlays when enabled
Content Lists
All content editors (Items, Mobs, NPCs, Quests, etc.) share a common pattern: 1. A searchable list showing all records 2. Click any record to open its edit form 3. A Create button to add new records 4. Delete with confirmation
Most editors also feature tabbed forms to organize settings. For example, the Item editor has tabs for Stats, Combat, and Crafting configuration.