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Admin

Every tool has its own tab. Saves are separate and nothing is published automatically.

Game statsAuthoring guide

Access

Administrator accounts get these tools automatically once they are logged in on this site. The server still checks admin access on every request.

Log in on the site with an administrator account to use the admin tools.

Log in

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Step 2

World draft

Server state

Upload a GameMaker export

Use the multi-room Studio v4 export, not the legacy v3 kit. The preview below is local only; it isn't validated by the server.

No file selected.

Uploading a new GameMaker export replaces any encounter zones edited here. Save zone applies the form and privately saves the whole draft. Save draft saves edits you've already applied, and Load saved draft brings them back after a refresh. Nothing autosaves: painted tiles stay local until you press Save zone. The live world only changes when you validate and confirm a publish. Edits here are not synced back into your .yyp project.

Step 3

Encounter zones

Variant monsters

Variants are the same monsters in a different colour: their own variant sprite from the Monsters section, or an automatic recolor. They have the same stats. This chance applies in every zone and saves straight away (no publish needed); a zone's own variant odds below override it.

encounters (0 = off)

Rectangle sets the bounds, Paint adds tiles and Erase removes them. Drag to paint continuous strokes, separate patches or holes. Coordinates start at 0 and the margin around the grid isn't part of the room. Bounds update automatically when you paint; clear the selection before swapping a painted shape for a rectangle. On touch screens, paint inside the grid and scroll using the margin. You can also type rectangle bounds in the inspector. Save zone saves the whole draft; nothing autosaves.

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0 selected tiles.

Light gray: walkableGraphite: wallGold: spawnCyan: portalViolet: other zonesPink: eligible selectionRed: ineligible selection

A zone is only the tiles you've selected, not its whole bounding box, so another zone can sit inside a hole. Walls, spawns and portals can be included, but every zone needs at least one walkable tile that isn't a spawn or portal. Room artwork appears once the world validates or you load a draft or the published world from the server. The server enforces tile masks for the game client.

Zone settings

Empty uses the every-zone setting; 0 means no variants in this zone.

Species and weights

Pick 1–16 species. Each weight must be between 1 and 1000.

Zones in this room

    Step 4

    Validate and publish

    Not validated.

    Publishing disconnects everyone. Players load the new version when they reconnect, and the server checks their saved positions. If the draft changes or another admin publishes first, you'll need to validate again. Nothing is overwritten automatically.

    Step 5

    Shop

    The shop is saved separately from the world draft. Saving it doesn't publish a world and doesn't need one uploaded. If someone else saved first, your edits are kept so you can review them before discarding and reloading.

    Rotation and listings

    Interval: 60–604,800 seconds. Slots: 1–16. Up to 64 listings, each with a unique lower_snake_case ID of up to 48 characters. Prices: 0–1,000,000,000. Items per pack is a positive quantity up to the catalog maximum, not charges. Permanent items grant ownership and have no quantity. Availability and Enabled are set on each listing.

    Load the shop to start editing.

    Catalog

    Monsters

    Change species, artwork and evolution without uploading a world. World, shop and catalog saves are separate. Stable species IDs cannot be renamed or deleted; disable a species to retire it after removing encounter dependencies.

    Load the catalog to start editing.

    Species catalog

    Maximum 256 species, four distinct fixed moves each, stats 1-10,000. Upload a static 32 x 32 PNG or a 144 x 48 sheet containing three original 48 x 48 pixel-art forms: Left / Form 1, Middle / Form 2, Right / Form 3. Select the form saved for each species, even with No evolution. Reuse an existing draft or catalog sheet for later species without uploading it again. Original sheet bytes are preserved; 48-pixel art previews at 4x, while compiled 32-pixel fallback icons are unchanged. Maximum 64 KiB each, 32 new images per save and 4 MiB request. Old content-addressed artwork remains available to historical captures.

    Deploy catalog-capable game clients before changing the catalog. After the catalog changes, legacy clients require an update. Saving cancels every active battle. Stat edits grant no XP or coins: saved HP and SP are clamped to the new limits, never freely healed. Level-up evolution changes species automatically without free healing or newly granted move SP (starts at 0).

    Catalog

    Moves

    Create moves and change their stats, then give them to species in the Monsters section above (click Load catalog again to see new moves there). Each move can have an animation sheet that plays over the target in battles and duels. Moves can't be deleted, because monsters may already know them. Saving ends wild battles in progress and fits everyone's SP to the new maximums; duels already under way keep the moves they started with.

    Load moves to start editing.

    Moves

    Animation

    Frames of equal size laid out left to right, then row by row, up to 1024 x 1024 and 256 KiB. The animation plays once over the target, scaled to fit a 160 pixel square.

    Cut frames from a big sprite sheet

    Open a sheet that holds many animations (it stays on your computer). Set the frame size, line the grid up with the art, then click frames in the order they should play. Shift-click another frame in the same row to add the whole run between them. Use these frames to turn them into this move's animation.

    No sheet open.

      Game

      Game text

      Change the labels, help text and messages players see in the game. Players can't change these themselves. Saved text reaches everyone in the game straight away; the sign-in screen shows it after a player has connected once that session. A {placeholder} is filled in by the game (a level, a name, a number). You can leave any of them out, but you can only use the ones the line already has. Empty a box to go back to the default.

      Load game text to start editing.

      Game text

        Global artwork

        Player appearance

        One shared player appearance for all players, not a per-account avatar chooser. Appearance saves have their own revision. They do not publish a world, change the monster catalog or shop, or cancel battles.

        Load global player appearance to start editing.

        Shared player PNG

        Static: 32 x 32 single form, or 144 x 48 sheet with three 48 x 48 forms; choose Left, Middle or Right. Static artwork has no walking images. Walking: 96 x 128 with 32 x 32 cells, or 144 x 192 with 48 x 48 cells. Three columns: idle, walk 1, walk 2. Four rows: down, left, right, up. Mode selects the next upload format; it never reinterprets or resets the existing PNG. No APNG. At most one new PNG per save, 1 MiB request maximum.

        Player cells retain their natural 32- or 48-pixel world size and full transparent padding; artwork is never alpha-fitted. Previews show original cells at integer 3x or 4x scale. Original PNG bytes are preserved.

        Three-row mode (walk-3row-v1): 128 x 96 with 32 x 32 cells, or 192 x 144 with 48 x 48 cells. Four source columns, three source rows: Down, RIGHT, Up. LEFT is a horizontal mirror of RIGHT, never a rotated frame. Frame labels are generic; no pose order is assumed. Choose your local character01-Sheet.png through Upload PNG; it is not a public preset or download. The source table shows all 12 original cells, with four derived Left previews separately.

        Deploy player-appearance-capable clients before saving custom artwork, including walking-grid support before using that mode. Incompatible old clients must update first. Compatible connected clients receive the appearance only after commit. Reset is a draft change, never an immediate action.

        Catalog

        Item art

        Give items icons. Upload any image or sprite sheet (PNG, GIF or JPEG up to 1024 x 1024), then choose an item and click a grid cell, or use the whole image. Item art saves on its own and shows in players' backpacks, shop and trades right away. Items without art show their name instead.

        Load item art to start editing.

        Icons

        Items

          Images

          Characters

          NPCs

          Add people to your rooms. Upload a character sheet, click a tile to place the NPC, choose how it moves and write what it says. NPCs save on their own (no world publish needed) and appear for players right away. Players talk to an NPC by standing next to it and pressing E or Space. Signs work the same way but never move: put one on the signpost in your map art (it can sit on a blocked tile), choose its front side and write its message; players read it by standing on the front tile, facing the sign, and pressing E or Space. Pick a room above the list to see and edit the NPCs and signs in that room.

          Load NPCs to start editing.

          NPCs

          Same layouts as player sheets: 96x128 or 144x192 (3 columns x 4 rows: down, left, right, up), 128x96 or 192x144 (4 columns x 3 rows), 144x48 (3 still forms) or one still 32x32 / 48x48 image.

          100%
          Premium

          Cosmetics store

          Sell cosmetics for gems on the store page. Skins replace a player's outfit, nameplates restyle the name above their head and hats are drawn on top. Everyone in the room sees them. Saving applies right away; no world publish needed. Hiding a cosmetic takes it off sale but owners keep it.

          Load the store to start editing.

          Cosmetics

          Give gems
          Recent gem grants and purchases
          PlayerGemsNoteWhen
          Premium

          Gem sales (Stripe)

          Let players buy gem packs with a card on the store page. Payment happens on Stripe's own checkout page; gems are added only after Stripe confirms the payment. Sales stay off until you turn them on here, and they can only be turned on once the server has its Stripe keys.

          Load gem sales to see the settings.

          Gem sales

          Gem packs
          IDNameGemsPriceCurrencyOn saleRemove

          Price is in the currency's main unit (for example 4.99). Stripe's minimum is 0.50.

          Recent orders
          PlayerPackPriceStatusWhen
          Moderation

          Players

          Find a player, then kick them from the game, mute their chat, ban them for a while or for good, fix their name or coins, give or remove the admin role, or keep notes. Mutes and bans show their reason to the player. You can't use these on yourself, and another admin must lose the admin role before they can be muted, banned or kicked. Every action is logged below.

          Search for a player by name, or pick a filter and press Search.

          PlayerStatusRoom

          Moderation log

          WhenAdminActionPlayerReason
          Fair play

          Cheat strikes

          The server records anything an unmodified game never sends: edited game files, impossible movement, forged requests and message floods. Players are disconnected automatically after repeated strikes. Nobody is banned automatically, so review the evidence before acting.

          Load strikes to review suspicious activity.

          Most strikes in the last 24 hours

          PlayerStrike pointsEventsKicksLast seen

          Latest strikes

          WhenPlayerWhat happenedPointsResultIPDetails
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