Two ways to play your map — the full server, or an instant walk-only preview.

Playtest vs Dry Run

The Playtest button in the zone editor's toolbar is a split button with two modes. Click the main button (a ▶ play icon — it becomes a ⚡ bolt when Dry Run is active) to launch your last-used mode; click the chevron (▾) next to it to pick one explicitly:

  • Playtest — full server. Publishes your content, connects to the real game server, and plays your game exactly as players will. This is the existing playtest flow, unchanged.
  • Dry Run — no server, instant. Opens the zone you have open in the editor in the real game client in seconds — no game server, no publish, no waiting. You walk the map, and that's the point: it answers "is my map right?" while Playtest answers "does my game work?".
The editor remembers your last choice per browser, so a plain click keeps doing whatever you did last. The very first click defaults to Playtest.

When to use which

PlaytestDry Run
Launch timeSeconds to minutes (publish + server)~2 seconds
What runsThe full game serverJust the client, fed by the editor
Movement & collisionRealReal — same walkability rules as the live server
Terrain, objects, wallsRealReal
Combat, mobs, NPCs, questsRealAbsent
Saving progressYesNothing is saved

Use Dry Run while you're painting: walk a cliff edge, check a bridge is crossable, confirm a doorway lines up. Switch to Playtest when you need anything a server does — fighting a mob, talking to an NPC, testing a quest.

What Dry Run does NOT simulate

Dry Run is deliberately walk-only. There is no combat, no mobs, no NPCs, no quests, no farming, no chat, and no persistence — nothing you do in a Dry Run is saved anywhere. Resource nodes don't spawn either (their placement is rolled by the live server). A "DRY RUN — no server, walk-only" badge stays on screen so you can't mistake it for a real playtest.

Choosing the Dry Run character

By default the previewer wears your project's default avatar (the same look a brand-new player gets), or a plain built-in sprite if you haven't set one up. To walk your map as one of your authored characters instead:

1. Open Characters in the editor. 2. Use the Dry Run character dropdown at the top of the page. 3. Pick any character — the preview uses that character's avatar and name. Pick Project default avatar to go back to the default.

OptionWhat the previewer looks like
Project default avatarYour world's default player avatar — exactly what a fresh player gets
Any characterThat character's configured avatar (sprite, scale, recolor), with its name over the previewer's head

The choice is saved with your world, so everyone editing the project previews with the same character. It only changes the look — Dry Run stays walk-only, and the character's stats, items, and abilities don't apply (those need a real server, i.e. Playtest).

If something works in Dry Run but seems broken in Playtest (or the other way round), remember they load content differently: Dry Run reads straight from the editor's saved data — no publish needed, so anything you've saved (including autosaves) shows up immediately — while Playtest plays what was last published to the game server.

Walkability is play-accurate

Dry Run does not trust the editor's rough walkability preview. It rebuilds collision with the same rules the live server uses — tileset passability, object passage grids, building walls and doors, elevation steps. If you can't walk somewhere in a Dry Run, players can't walk there in the real game either.

Gotchas

  • Stale images. Your browser caches map art aggressively (up to a day). If you replaced a tileset or object image and a Dry Run still shows the old art, hard-refresh the preview window (Ctrl+Shift+R) to force fresh copies.
  • Hosted preview links expire. In Studio Web, launching a Dry Run creates a private, expiring preview link for the zone (it works even when your project has no game server running — that's the point of Dry Run). The link stays valid for about an hour; after that the preview window shows a "link expired" message — just launch Dry Run from the editor again.
  • Don't share the preview link. The hosted preview URL grants read-only access to that zone's map and art until it expires. It's meant for your own browser, not for sending around — anyone with the link can view the zone while it's valid.
  • It's your current zone. Dry Run always opens the zone you have open in the editor, at that zone's starting location (right-click a tile → Set as starting location, or the World Config → Starter Spawn tab) — or the map's center if none is set.
  • No server means no server systems. Day/night, weather, calendar events, and anything else the server drives won't advance in a Dry Run.