
The complete reference for RPG Adventure Studio. Every tool, every flag, every keyboard shortcut.
RPG Adventure Studio is a browser-based toolkit for building, testing, and publishing classic top-down role-playing games — think original Legend of Zelda or Dragon Quest. You design tiles, paint maps, populate the world with NPCs, monsters, items and quests, then play it solo or share a public link with anyone.
Everything is project-scoped: every game you create has its own tiles, maps, classes, items, monsters and quests — nothing leaks between projects.
The same data powers both the in-browser Test player and the public Play page, so what you see while building is exactly what your players see.
Sign up with email and password, or use Google sign-in. Email accounts must verify their address before signing in.
Your account owns every game, tile, map, NPC, item, monster and quest you create. Other users can play your published games but cannot edit them.
An admin role exists for project maintainers and unlocks the Admin console in the sidebar. Regular users do not see it.
The Dashboard is your landing page after signing in. It summarizes everything you've built across every game.
Stat tiles at the top show counts of Games, Published games, Maps, NPCs, Monsters, Items and Quests. Click any tile to jump straight to that area.
Recent games appear as cover cards below the stats — click one to open it, or use the Test link on each card to launch the in-browser player immediately.
If you have no games yet, the Dashboard shows a CTA to create your first one.
The New game wizard now has 7 steps: Identity → Starter pack → Theme → Style → World → Heroes → Review. The Starter pack step picks how much world content is seeded for you, and the new Heroes step picks which playable classes ship with your game.
Open New game from the sidebar. Provide a title and short description.
On the Starter pack step, choose one of three options: Blank canvas (just 10 tiles + an empty overworld), Tiny dungeon crawl (16x16 overworld with a doorway into a stone dungeon, a guide NPC, a slime monster, a healing potion, and a starter quest that links them), or Village & cave (32x32 grass-and-forest with a small village, three NPCs, a cave map, a bat, an heirloom-sword quest).
Picking a non-blank starter pack auto-fills the recommended Theme and World size — you can still override them on the next steps.
On the Heroes step, tick which classes (Fighter, Wizard, Rogue, Cleric, Ranger) should be available to players. All five are selected by default and seed full stats + starter abilities; deselect any you don't want, or unselect everything to design custom classes from scratch in the Classes editor.
After creation you land on the game's overview page. The Build checklist at the top of that page (see section 5b) walks you through everything else, and every builder tool for the game appears in the sidebar under that game's name.
Per-game flags (currency_label, currency_icon, display_hp, hp_per_heart) let you reskin the HUD without code — see section 16.
Every game's overview page now opens with a Build checklist that turns 'what do I do next?' into a clickable to-do list.
The checklist tracks 8 milestones: at least 5 tiles, an overworld with at least 20 painted cells, an NPC, a monster, an item, a quest, a successful Test play, and a published version.
Each row is a link straight to the relevant editor with a one-line hint about why the step matters. A progress bar shows your percentage complete.
Items already done are checked off and dimmed; outstanding items stay highlighted so you can always see the next move.
Tiles are the building blocks of every map. Each tile is a small pixel-art square with gameplay properties.
Maps are grids of tiles. A game can have many maps connected by portals.
NPCs (non-player characters) live on specific tiles. When the party walks into them an interactive dialogue panel opens.
Classes define a hero's role: Fighter, Wizard, Rogue, etc. Players pick from your classes when forming a party of up to 4 heroes.
Every hero, monster and item shares the same core stats. Here's what each one does in combat and in the world.
Items can be consumables (potions), equipment (weapons, shields, armor), throwables (bombs), traps and keys. Anything placed on a tile becomes interactable in the world.
Monsters appear as roaming field enemies on tiles you assign and trigger turn-based combat against the whole party.
Field enemies are visible on the map. Within roughly three tiles of the party they show a red pulsing ring; at adjacency they show an exclamation mark.
Walking onto an enemy starts combat with party initiative. If a roaming enemy steps onto the party first, it's an ambush and the enemy strikes first.
Faster monsters (speed ≥ 6) chase the party. Slower ones wander randomly.
Combat cycles through every living party member in a fixed order before the enemy strikes. The combat HUD is built around at-a-glance status reading.
The enemy panel shows the monster's portrait, stats (attack, defense, speed), an HP bar, a surprise/ambush badge, and an enlarged battle log of the last eight events.
Below it, every hero gets their own status card with portrait, level, class, HP and MP bars (the bar turns red below 25% HP), effective attack and defense, equipped weapon, and active status effects (e.g. Poison 3).
The active hero is highlighted with a glowing primary-color ring and a pulsing dot. Heroes who have already acted dim to 60% opacity. Down heroes show a KO badge and dim further.
Each round, every alive hero acts once in the order you set in Party Setup. After the last hero acts, the enemy takes its turn, then the round restarts from the first alive hero.
Quests give players concrete goals: defeat a boss, collect an item, talk to an NPC.
The Solution view shows an automatically generated walkthrough of your game — start tile, recommended path, NPCs to talk to, items to collect, monsters to defeat, portals to use.
Use it to sanity-check that your game is actually solvable end-to-end.
The Test player runs your game exactly as players will see it.
Engine flags reskin the HUD without writing code — perfect for tribute games like Zelda.
When your game is ready, publish it to get a shareable URL.
All content is stored in the project's managed backend (Lovable Cloud). Only you can edit your games; only published games are visible to other users via their public slug.
Deleting a game permanently removes its tiles, maps, NPCs, items, monsters and quests. There is no undo.