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Level Editor Documentation

skirlez edited this page Oct 17, 2026 · 7 revisions

This page exists for general documentation of the level editor.

Every level has two layers: Tiles and objects.

  • Tiles are things like floors, walls and chests.
  • Objects are things like enemies, statues, and the player.

There's no real rules for what layer a game object is assigned to, except the general guideline that objects are things that are above tiles.

The Endless Void level editor in its default configuration. The level display is seen bottom right, tools to manipulate it are on the left, and object selection at the top.

Tools and Operations

Tile/Object layer chooser

The Tile/Object layer chooser icon

This button switches between editing the tile layer and the object layer. Using it will also change the selection at the top of the UI to things you can place in the current layer.

Hotkey: Shift

Placing Tiles/Objects

You can place tiles or objects by simply choosing any from the top of the UI, and clicking on the level display. Additionally, right-clicking on the level display will allow you to place multiple of the tile or object at the same time. placing

Eraser

You can remove tiles or objects by selecting the eraser and clicking on the level display. The eraser will only remove elements from the current layer. Right-clicking on the level display will allow you to erase multiple elements at once. If you are on the object layer, and your selection only contains tiles, you will be automatically moved to the tile layer.

Hotkey: E

Picker

Like a color picker, you can pick tiles or objects with this tool by clicking on one in the level display. It will then get selected. The picker disregards the current layer when left-clicking. It will always pick from the topmost layer.

Right-clicking on the level display will allow you to hold a region of the level, and copy it to a different place. Like the eraser, if you are on the object layer, and your selection only contains tiles, you will be automatically moved to the tile layer.

Hotkey: Middle Mouse

Plucker

Exactly like the picker, but it deletes any tiles or objects it operates on. So it is useful for moving tiles or objects.

Hotkey: W

Undo

Undos the last action taken. Goes back up to the last 250 actions.

Hotkey: CTRL+Z

Play button

Allows you to immediately playtest your level. To leave the level, you can hover your mouse in the top left corner and a back button will appear. You can also press backspace instead.

Settings Gear

Allows you to change the level's name, description, music, theme, and starting burdens. Also has the Save and Quit buttons.

Trash

I have no idea what this one does. You should check and see.

The Action Key

The Action Key (bound to Z by default) can be used to change the properties of the tile or object that you are holding.

For example: it can be used to change the direction leeches face: action

It is important to not get confused on the fact that you only ever change the properties of the held tile or object. For it to be in the level, you have to place the tile or object, even if you picked or plucked it.

For most tiles and objects, what the action key performs does not require an explanation. This section will cover the ones that do.

Wall and Edge tiles

By holding left-click, wall tiles will autotile on the path you draw. To choose which wall tile to start drawing from, or for manual control, pressing the action key will bring up a menu with all the wall variants.

Edge tiles are simpler, as they don't have the "in/out" effect walls do, and will autotile around your wall tiles, with no menu being available. For manual control, however, you Pick/Pluck them with right-click, which will preserve their sprite.

Secret Exits and Memory Crystals

For both of these objects, pressing the action key opens a window where you can set an offset using the virtual D-Pad. The offset will make the object move by the amount you define when the level begins. The reason for this is so you can define a level where a secret exit or crystal is located on another object, like an enemy.

Monogram

Pressing the action key opens a window to configure the Monogram's solution. You can press right-click to change which tile is highlighted.

Be careful: Whether or not the resulting puzzle's solution is unique is NOT checked, and it's technically possible for that to happen.

Add Statue

Pressing the action key opens a window to configure the statue's mode.

In simple mode, you have an "Input" field and a "Destroy value" field. In each of these, you can enter the name of a global variable, and in the destroy value field you can also enter a number. When the input equals the destroy value, the statue will explode.

BRANEFUCK mode is documented on the Branefuck page.

Cif Statue

Lamp

image

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