Light-mode art direction / dark mode included

Browser-native tile workflow / shipping build

2D maps stay fast when the editor stays local.

Paint tiles, reorder layers, place objects, and export compact project files without a login wall, desktop wrapper, or server round-trip.

Live panel / current build

Session start No account / no sync wall [READY]
Canvas throughput GPU-backed drawing 60 FPS
Persistence IndexedDB project storage LOCAL
2D Tiler editor canvas and panels

Feature matrix / operator view

Everything critical is visible, sortable, and one move away from the canvas.

The editor stays dense without collapsing into noise: large primary actions, tighter support panels, and small monospace metadata pushed to the edge.

Brush engine

Paint, fill, and vary tiles without leaving the canvas.

Brush sizes run from 1x1 to 5x5, with bucket fill and weighted terrain fill for faster large-area drafting.

Capacity 05 MODES

Layer stack

Treat maps like structured scenes instead of flat sheets.

Tile, image, object, and grouped layers can be renamed, hidden, locked, reordered, and nested in a single panel.

Capacity ∞ ORDER

Objects

Drop gameplay shapes and typed properties into the same project file.

Use points, rectangles, ellipses, and polygons for triggers, spawn markers, collision zones, and authored metadata.

Capacity TYPED

Tilesets

Import arbitrary source images and organize them before painting.

Handle tile sizes from 8px through 128px, regroup assets, and keep the browser-side workflow consistent across projects.

Capacity 8-128 PX

Search tools

Swap tile patterns across whole maps without manual cleanup.

Pattern-aware find and replace supports wildcards and 5x5 search windows across multiple layers.

Capacity 5X5 GRID

Project scope

Keep multiple maps, exports, and undo history in one place.

Projects can manage multiple maps and groups while keeping compact exports and persistent undo/redo history available.

Capacity 50 STEPS

Workflow / three-stage loop

The editor is structured like a production pass, not a demo toy.

From source sheet to export bundle, each step reads like a production stage instead of a modal-heavy wizard.

  1. 01

    Output / Configured source grid

    Import and normalize your tileset.

    Bring in any source image, define tile size, and group related assets before your first paint pass.

  2. 02

    Output / Layered map state

    Paint the map and annotate it in place.

    Brush tiles onto layers, add objects, and iterate on scene structure without switching tools or export steps.

  3. 03

    Output / Reusable project assets

    Ship compact output to the engine pipeline.

    Export projects, tilesets, or individual maps as compact files designed for real production use instead of screenshots.

Performance readout / browser runtime

A lightweight web runtime can still feel like a proper editor when the data path is honest.

No Electron shell, no sync-first bottleneck, and no ornamental chrome. The product surface shows exactly where speed and reliability come from.

Primary metric 60 FPS

System notes

Storage model IndexedDB session store with no account dependency. LOCAL
Render target GPU-backed canvas pass sized for real map editing. 60 FPS
Undo strategy Patch-based history rather than full-scene snapshots. 50 STEPS
Export weight Compressed project files designed for transport and handoff. SMALL

Keyboard surface / fast path

The repetitive work is designed to collapse into muscle memory.

Shortcut handling is visible, consistent, and mechanical. The interface does not pretend the fastest route is secondary.

Shortcut B

Paint tile brush

Shortcut E

Erase active cells

Shortcut G

Bucket fill area

Shortcut S

Selection tool

Shortcut 1-5

Brush footprint

Shortcut CMD+Z

Undo previous edit

Shortcut CMD+S

Persist current project

Shortcut CMD+H

Find and replace tiles