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Map and Campaign Editors

Wayward Crown includes built-in map and campaign editors that let you create custom levels and scenarios.


The main menu’s Editor Toolkit button opens the editor on a new map. Saved maps are listed, played, edited, imported and exported on the Maps tab of the map manager, which the main menu’s Campaigns button opens.

Standalone maps and campaign levels share objectives, defeat rules, triggers and up to three alternative victory plans with four conditions each. The rules panel keeps them when saving or reopening. Protection targets retain their stable IDs through undo; missing targets and cyclic wave sources prevent overwriting the map.

  • Terrain Painting — Select a terrain type and paint it onto the map with a brush (size 1 – 20), or flood-fill a region
  • Buildings and units — Place player buildings, heroes of the crown, Enemy Strongholds, monsters and treasure chests, move the Castle, or erase. The editor asks only for open ground: what a kingdom would first need a castle level, a castle path or a level’s leave for is placed freely. A road is one of the terrains, not a building
  • Randomize — Generate a random map to start from
  • Undo / Redo — Up to 30 steps (Ctrl+Z / Ctrl+Y)
  • Map Settings — Size (100 – 1000 tiles per side), name, author and other details, starting gold and a victory condition
  • Save/Load — Save maps to the maps/ directory; Close, Esc and New ask before dropping unsaved changes (Save / Discard / Cancel), and discarding a campaign that was never saved removes its folder again
  • Objects… — Edit hero classes, monsters, buildings, strongholds and bosses in a content pack of your own, in the object editor. The button lists your packs and New content pack…, and needs no saved map. A pack is a plugin that stands by itself; saving it loads the content again, so what it defines can be placed at once. A map or campaign comes to require a pack only when it is saved with something of the pack’s on it
  • Test play — Start the saved map, or the campaign at the level being edited, in a game of its own, with the content packs it requires and nothing else of yours
  • Panels — The brushes and the map’s rules (or the campaign) are panels of tabs beside the map: drag one to the other side or out of the window, close it, and bring it back with Panels. Terrains, buildings, strongholds and bosses are chosen by their pictures, and the editor and the windows it opens (the object editor, the trigger editor, the map’s details) can be maximised

A map holds the heroes and the monsters you place: they stand there when the game starts. More heroes are recruited and more monsters spawn as it runs.

  • Grassland, Forest, Mountain, Water, Desert, Road, Mud, Swamp, Snow, Hills, Badlands, Meadow

Maps are stored in JSON format in the maps/ directory and include:

  • Terrain data (a compressed NumPy array)
  • Height data
  • Buildings, Enemy Strongholds, treasure chests, and the heroes and monsters placed
  • Castle position
  • Map details, starting gold and victory condition

The hero brush lets you choose Crown, Friendly, Neutral or Hostile separately from the class; saved maps and undo/redo retain that identity.

Campaigns are created, opened, imported and exported on the Campaigns tab of the map manager (the main menu’s Campaigns button). Opening a campaign starts the map editor with a campaign panel, so you edit each level’s map and its settings in one place.

  • Level Ordering — Move levels up and down with the arrow buttons
  • Victory Conditions — Set victory conditions for each level, including the stronghold type for destroy_building
  • Story Text — Set intro and completion text
  • Starting Resources — Set the initial gold for each level
  • Carry-over — Keep gold, adventurers and research from the previous level
  • Building Restrictions — Restrict which building types the player can use
  • Triggers — Script messages and building unlocks for a level
  • Kingdom fields — The level’s starting castle level, time limit, the briefing’s advice and up to two optional finds
  • Further objectives and defeats — More victory conditions, each required or optional, and more ways to lose (heroes fallen, buildings or caravans lost), in two tables with Add and Remove
  • Target source — Under a victory target, whether the boss is placed on the map or started by a trigger, and whether the stronghold type is the game’s or a plugin’s and how many stand on the map; an objective’s target says the same in its tooltip

The editors list these by name, in your language; the type below is what a map or a campaign file stores.

Type Description
free Free mode, no victory condition
destroy_enemy_buildings Destroy all enemy outposts
survive_ticks Survive for a specified duration
reach_gold Accumulate a specified amount of gold
destroy_building Destroy a specific type of outpost
defend Defend the Castle for a specified duration
collect_chests Collect all treasure chests
defeat_boss Defeat a named boss, placed on the map or started by a trigger
secure_trade See a number of caravan round trips paid and destroy all enemy outposts
campaigns/my_campaign/
├── campaign.json # Campaign metadata
├── level1.json # Level 1 map
├── level2.json # Level 2 map
└── level3.json # Level 3 map

  • Map and campaign folders can be shared by simply copying them, or with the map manager’s export and import
  • Place received maps into maps/ to load them from the main menu
  • Place received campaigns into campaigns/ to see them in the main menu
  • When the game runs through Steam, the map manager’s Publish to Workshop puts one of your maps or campaigns on the Steam Workshop, and the ones you subscribe to appear in its lists marked [Workshop]. Steam keeps those up to date, so they cannot be edited, renamed or deleted; Duplicate makes a map of your own
  • A content pack is installed by itself: publish it or share its ZIP on its own, and whoever installs it finds its classes, monsters, buildings and strongholds in their own games, with no map needed. A map or campaign that places something from a pack requires that plugin: publish the pack first (the publish window then suggests the pack’s Workshop item as a required item)

Tools

Twelve decorations cost 10, 25 or 50 gold each, without quantity increases. Eight road appearances are free. Moving, turning and recolouring are free; removal refunds half the saved purchase price, rounded down per object.

Visual only: no services, collision, income or combat benefits. Move and rotate for free.

Fountains, gardens and belfries appear as icon-and-price entries in the same Town beautification → Decorations list. Selecting one uses normal building placement and retains its functions, prices and unlock restrictions. The standard road is in Free roads.

Select a decoration to place it, or drag a road stroke and release to apply. Select → Move edits an existing object. R rotates, Esc cancels, Delete removes the selected decoration, and Ctrl+Z / Ctrl+Y undo or redo road appearance edits. New roads remain after undo. The map editor uses the same tools and saves authored decorations with no refund value.

Free road appearances use ordinary road speed. Drag and release to paint; clearing keeps the road. Road surfaces follow slopes and changes in terrain height.