One app / maps, sprites, objects, exports

For indie devs who are done juggling too many tools

Build your 2D game map without fighting five different tools.

2D Tiler gives you map building, tilesets, layers, gameplay objects, terrain fills, sprite editing, and export tools in one free browser app. Start faster, stay focused, and ship without stitching together a fragile workflow.

Cost

FREE

MIT licensed and open source

Start time

NOW

No login or install wall

Workflow

LOCAL

Browser-native editing with autosave

Live editor / current product surface

Map canvas, tilesets, layers, and panels in one workspace.

Ready
2D Tiler editor showing the map canvas, layers panel, and tileset browser

Why people switch / less friction, more shipping

Stop duct-taping together separate tools just to finish one 2D scene.

2D Tiler is built for the developer who wants one place to build maps, sort layers, annotate gameplay data, clean up tiles, edit supporting art, and export work that is ready to move.

What changes when everything is in one app

You spend less time relearning interfaces, less time moving assets between tabs, and less time cleaning up avoidable mistakes at the end.

Map building

Block out maps fast, then keep refining without tool-switching fatigue.

Paint, erase, bucket fill, and use weighted terrain fill directly on the canvas with brush sizes from 1x1 to 5x5.

  • 1x1 to 5x5 brushes
  • Bucket fill + terrain fill

Layers

Keep backgrounds, gameplay tiles, props, and references organized in one scene.

Use tile, image, object, and grouped layers that can be renamed, hidden, locked, reordered, and nested.

  • Tile + image + object layers
  • Hide / lock / reorder / group

Tilesets

Bring in your art once and keep it usable across real projects.

Import source images, normalize tile size, and organize tilesets and map groups so projects stay manageable as they grow.

  • 8px to 128px tiles
  • Grouped maps and grouped tilesets

Gameplay data

Add triggers, zones, markers, and metadata in the same workspace as your level art.

Place points, rectangles, ellipses, and polygons, then attach typed properties instead of tracking game logic in a separate tool.

  • Point / rectangle / ellipse / polygon
  • Typed properties in-project

Sprite workflow

Handle sprite edits and animation exports without bouncing to another app for every fix.

Use pixel drawing tools, frame timelines, and exports for PNG, GIF, and sprite sheets when you need art support around your maps.

  • PNG / GIF / sprite sheet export
  • Frame timeline for animation

Cleanup + export

Make global map changes and hand off compact files that travel cleanly.

Use pattern-aware find and replace across layers, keep local autosave running, and export projects, maps, or tilesets as compact files.

  • 5x5 pattern find and replace
  • Project / map / tileset export

Workflow / three clear steps

Simple enough to start tonight. Structured enough to keep using next month.

The page should not make this look harder than it is. 2D Tiler follows a clean loop: bring in art, build the scene, export what you need.

  1. Step 01

    Bring in art and get it into a usable grid fast.

    Import tileset images, choose a tile size, and group related assets before you paint a single room or route.

    • Tilesets from 8px to 128px
    • Organize maps and tilesets into groups
  2. Step 02

    Build the map, stack layers, and place gameplay information in one pass.

    Paint with fast brushes, fill terrain, reorder layers, and add points, shapes, and metadata without leaving the editor.

    • Tile, image, object, and group layers
    • Objects for triggers, zones, and markers
  3. Step 03

    Export the exact asset bundle you need and keep moving.

    Save compact project files, export individual maps or tilesets, and support sprite work with PNG, GIF, and sprite sheet outputs.

    • .2dp / .2dm / .2dt exports
    • PNG / GIF / sprite sheet outputs

Showcase / what this can replace in your workflow

One editor for the map work, data work, and support art that usually gets split apart.

Use this section to show the product doing different kinds of real game work. The goal is not abstract polish. The goal is helping someone picture their own project inside the editor.

Overworlds and routes

Interiors and encounter spaces

Collision, triggers, and points of interest

Sprite support and animation passes

Fast path / the work gets quicker as your hands learn it

Keyboard shortcuts are still part of the sales story because speed matters. They just work better here as supporting proof than as the whole section.

  • B Paint
  • G Fill
  • 1-5 Brush size
  • CMD+H Find + replace
  • CMD+S Save
  • CMD+Z Undo

Trust layer / why this feels easier to stick with

Free forever, open source, and designed to remove the usual friction.

This is not a bait-and-switch tool. You can open it in the browser, build locally, save as you go, and keep your project flow simple instead of being pushed through accounts, installs, or upgrade pressure.

No account wall

LOCAL

Projects live in browser storage, so you can open the editor and start immediately.

Safety net

1 MIN

Autosave runs on a one-minute cycle so local work keeps getting captured while you build.

Hand-off formats

.2DP / .2DM / .2DT

Export a whole project, a single map, or a single tileset depending on what the next step needs.

Art outputs

PNG / GIF / SHEET

The image editor can also export stills, animations, and sprite sheets for supporting art workflows.

Final call / open the editor

Make the map. Save the project. Keep moving.

If you want one simpler place to build 2D maps, tilesets, objects, and supporting sprite work, 2D Tiler is ready right now. No install. No account. No paywall.

Open Editor

Free forever / MIT / light + dark mode