Early Access launch 28 October 2026 · every page read against the launch build
Fantasy World Manager

Editor reference

Quick answer

The launch build ships world, region, zone, POI, NPC, creature, item, equipment and faction tooling. Quest, event, pet, dungeon, boss, mount, class and spell editors appear in the 2027 updates.

Nine authoring tools ship with the Early Access build, plus the prefab and world-creation systems that tie them together. Eight more are scheduled across 2027. This table is the map of the whole toolset, with what each one writes and where you find it afterwards.

Launch editors

EditorProducesSaved inUsed for
World editorTerrain and object placement across layersThe world mapCoastlines, forests, roads, settlements
Region editorNamed containers drawn with a brushRegion inventoryGrouping zones by area
Zone editorOwnership, atmosphere, weather, fog, spawn rulesZone inventoryBorders, danger, local mood
POI template editorA landmark with a visual and a minimap iconWorld folder, per-type templatesReusable landmarks
NPC editorNPC templates with race and visualNPC libraryTownsfolk, workers, guards
Monster editorMonster templates with tier, theme and base statsMonster libraryWildlife and threats
Race editorRace templates with attribute modifiersRace librarySpecies identity and balance
Item editorItems with identity, inventory block and recipesItem libraryMaterials, food, trade goods
Equipment editorGear with bonuses, derived preview and recipeEquipment libraryWeapons, armour, loot

Systems that are not editors

Two authoring systems do not look like editors but behave like them:

SystemWhat it doesWhere it lives
World creationSets map size, imports the default prefab, creates the world folderBefore the first tile
Prefab systemExports and imports chunks of editor contentWorld folders and Workshop

Scheduled editors

EditorPhaseETAWhat it will unlock
Quest editorMajor Update 1Q1 2027Hand-authored quest chains
Event editorMajor Update 1Q1 2027Scripted world events
Pet editorMajor Update 1Q1 2027Companion creatures
Dungeon editorMajor Update 2Q2 2027Interior spaces
Boss editorMajor Update 2Q2 2027Named encounters
Mount editorMajor Update 2Q2 2027Rideable creatures
Class editorMajor Update 3Q3 2027Authored classes
Spell editorMajor Update 3Q3 2027Authored abilities

Each phase is described as a three-month sprint and includes four new classes, new editor assets, simulation improvements and community requests on top of the headline features.

What each editor needs before it works

The dependency chain matters more than the feature list. An editor with nothing to reference produces content that never appears in play.

EditorNeeds firstOtherwise
NPC editorA raceTemplates with no attribute shape
Monster editorA zone that spawns itA monster that never appears
Item editorA material familyRecipes with no inputs
Equipment editorAn item recipe chainGear nobody can craft
Zone editorA region and two factionsOwnership with nothing to own it
POI editorNothingWorks standalone
Region editorTerrainEmpty containers

That table is the practical order of work for a new world: terrain, region, zones, factions, races, NPCs, monsters, materials, items, equipment.

Reading a panel you have never opened

All the template editors follow the same shape: a library on one side, a data block on the other, with an identity section at the bottom or top of the block. Once you have used one, the others are familiar - the differences are the extra blocks (a monster's tier and base stats, an equipment piece's derived preview, an item's inventory values).

The attribute reference covers the stat model those blocks share, and the early access state page covers what is still missing.