About the Game

Canvas of Kings is a minimalistic mapmaking tool that focuses on randomness and auto-generated elements on user-definable and interactive paths, plots and rooms.
Use flexible paths and plots
You can define your map with paths and plots that you can adjust at any time. The automatic object placement supports you. In this way, you can directly create a wall with towers or simply an entire forest.
Place lovingly hand-drawn objects
Instead of placing and adjusting individual objects, you can randomly vary the object properties directly and use object categories to create a varied map without extra effort. The objects can also be combined. For example, you can place crates on towers or walls and move them together.
Customise the lighting and weather
Use the built-in lighting and weather system to change the atmosphere of your map the way you like it. Configure different details or simply choose a template.
Export a definable area, with or without a grid
Create an export area and a square or hex grid how and where you want. You can export parts or the whole map for print or digital use. You can also save your settings as a template for future maps.
What you can't do with this tool (yet)
- Create fully procedurally generated maps
- Paint the landscape in the classic way
- Caves and dungeons
- Insert texts or decorative elements
- Export to VTT format (except: png/jpg, with/without grid. Map is saved as .json)
- Create animations
- There are certainly other things... :)
About the developer and this tool
I'm actually working on a trading simulation called Might of Merchants alongside my family and full-time job. For this I have developed some tools. I was asked if I could publish them. So I put in some work and created this software. It's not perfect and not finished yet, but I would be very happy if you use it and thus support my work.
Your feedback is very welcome!
You can find examples of maps built with Canvas of Kings in the Steam Workshop and on my Discord.
An additional license for the commercial use of maps created with Canvas of Kings is not required.
Screenshots
8 images
Version Information
Steam Patch Notes
Official update history
- Paths and Plots can now be selected centrally, similar to rooms, and can thus be moved or rotated completely.
- When copying normal objects, the attached objects are now also copied, for example, a crate on a stone tower. It also works with multi select copy.
- You can now use Ctrl/Cmd + A to select the entire path, plot, or room directly.
- Paths, plots, and rooms can now be copied. Use the C key (default) when the entire element is selected, or Ctrl/Cmd + C at any time. When copying, attached objects, such as a crate in a room or on a tower of a Stone Wall path, are also copied.
- With Ctrl/Cmd + left-click, items are now added to the multi select list. If the item is already in the list, clicking again removes it.
- The selection list is now opened using Shift + left-click (previously Ctrl/Cmd + left-click). This allows you to select an item at the mouse position if there are multiple items at that position.
- When you hover over an element in the selection list, the element is highlighted on the map.
- When you hover the mouse over an element, it now highlights. Applies to: objects, points and lines in paths, plots, rooms, and deco labels/legend/ deco images.
- Object Editor: Open the selection list with Shift + left-click. Select multiple elements with Ctrl + left-click. If the element is already in the selection list, clicking it again will remove it from the list.
- Object Editor: When you hover the mouse over an element, it is now highlighted. This also applies to elements in the selection list, which can be opened by pressing Shift + left-click.
- Object Editor: You can select multiple items at once by pressing Ctrl + left-click in the list in the panel (on the left side of the UI).
- While holding down the spacebar and the left mouse button, you can now always drag a frame for multi select. This applies when nothing is selected.
- Snap to Paths: More paths, plots, and rooms now support “Snap to Paths.” As before, “Snap to Paths” is ignored when “Snap to Grid” is enabled.
- Snap to Paths: You can no longer snap to invisible paths (hidden via Groups). Snap sensitivity has been improved.
- Field Plot: You can now set the density, layout rotation, crop type, and edge type.
- District Plot: Layout rotation is now adjustable. Now you can rotate the chessboard layout as desired, for example.
- Room: Texture rotation is now adjustable. For fooms, the option to auto rotate the texture when the room is rotated has also been added (when enabled, it works as before).
- Castle Surface Plot: Texture rotation is now adjustable.
- River Path: Now, hold down Shift to scale the width at a single point for the entire river.
- Deco Tool Label: Added “Auto Hide” with ‘near’ and “far” values for zoom. Depending on these values, the label is shown or hidden based on the camera zoom.
- While moving an element, you can now use keys to perform actions such as rotating it or changing its height at the same time.
- Increased the max value of the map size slider.
- Settings: Number of seconds for WebM video export can be adjusted.
- I was able to improve the selectability of elements. There were sometimes issues with this on very large maps with many elements. If it's enabled, I recommend disabling “Alternative Object Selection” in the settings under the beta tab.
- Bugs fixed: Reduced object overlap in District. Removed the generation of duplicate roads in District. Improved hex grid snap. Fixed WebM video export for Linux. Fixed errors when loading old custom plots and when deleting rivers and rooms. Improved scaling of labels and legends. And more.
- I optimized a lot of small parts and was able to improve overall performance a little.
- Loading speed improved slightly.
I've tested a lot, but I assume that I haven't found all the bugs.
I look forward to your feedback. :)
Best regards
Hannes
Plateau Plot: With adjustable gradient, surface texture, surface texture rotation, edge texture (none, slope, various cliffs) and contour lines for elevation levels.
Plateau Plot: Automatically replaces all previous Ground Plots.
Height: Increased maximum height limit for all elements.
Height / Settings: Heights are now always displayed with units. The default is meters. Can be changed in settings.
Height / Settings: Added unit display for height of objects. Display at the bottom of the UI can be activated in settings with "Show Action Value." (Unit was already displayed for position).
Height: Adjusted textures and shading of underwater slopes and elevations to make them less angular.
District Plot: Selectable in detail via a separate menu, what should be created: Roads, Buildings, Nature, Busy Roads, and Roadside Decorations. Replaces the previous "Create Deco Objects" button.
Light sources: Switch between global and individual via the Properties Panel. Allows for different colors and opacity.
Smoke sources: Switch between global and individual via the Properties Panel. Allows for different colors.
Room: New surface textures.
Custom Assets: Increased max length of asset name and increased max length of group name.
Plot Editor: For the plot type Forest, random rotation and random scale can be turned on/off for each assigned asset.
Density of hedge path increased.
Export: New function "Export With Transparent Ground". When active, the ground is hidden for export. Note: Only PNG and WEBP image formats can have transparent backgrounds.
Export: New function "Export Only Ticked Group(s)". In Export Mode, you can select only certain groups for export by ticking the group in the list.
Slight outline marking of selected objects and path points.
You can now open the Selection List also for multi-select by pressing Shift and Ctrl simultaneously. The objects already selected will be marked in the list.
Default map size increased. The map size can be increased further in the settings in the Beta tab.
Settings: In the Beta tab, you can increase the number of selectable objects using multi-select.
Settings: Shadow quality can be set in the Graphics Quality tab.
A license.txt file is now also created in the user directory, with a reference to commercial use.
Minor adjustments and bug fixes among other things: Roof paths are now completely deleted, the width of docks is now set correctly, room floor rotation is now saved, labels are no longer very small when exporting if "Fixed size" is used.
Undo/Redo now applies to objects, paths, plots, rooms, deco images/labels/legend, multi select, environment, map settings, and groups.
- New District Plots: Auto-generated buildings, roads, and decorations in different randomly generated layouts (District of Farmers, Craftsmen and Merchants).
-> Selectable layout (Grid, Curved Grid, Chessboard, Cells, Triangles, Circle).
-> Density adjustable.
-> Individual elements (objects and paths) can be subsequently detached. - The progress of loading the elements of a map is now displayed.
- The storage path of the last saved map, map settings, and environments is now remembered. This makes it easier for you to manage elements on other hard drive locations.
- Settings: UI scale maximum increased.
- Settings: Beta tab: Extended scale limits: Now also applies to stair path and roof path.
- Settings: You can now set the export folder for images and videos.
- Settings: Unit (meter or foot) adjustable. This is now displayed in ‘Snap To Grid’ and when ‘Show Action Value’ is active.
- Bulk Asset Import: Several images (e.g. .png files) can be selected from a folder and imported directly as assets. Before importing, the height, search terms or tags can be set, for example. The bulk import assistant can be found in the Object Editor menu.
- Deco Tool: Labels extended by: Selection of icon, display of number, selection of frame, link to legend and more.
- Deco Tool: Display of legend. Legend shows automatically placed labels, as a list of numbers or as a list of icons.
- Spectator Window: An additional window without UI can be opened with options such as own camera control or following the editor camera, full screen and pausing the display.
- Text Labels: Can be added via the Deco Tool. Text and design can be customized (font size, color, with icon, ...). Assignment to groups possible.
- UI: Properties panel per element on map. Values can be set manually (rotation, scale, height). Open/Close Properties Panel with Key (Default ‘B’).
- UI: Selection of elements on map revised.
- UI: Selection frames of elements on map become brighter with dark environment.
- UI: Camera zoom to mouse position.
- UI: Added possibility to manually enter certain values in Map Settings and Environment Panel (e.g. map size, shadow, wind direction).
- UI: Selection list in Object Editor added to display all selectable elements at mouse position (open with Ctrl + left click). The selection list is also available in the normal editor.
- Settings: Extend object limits in beta tab in settings. If active, objects can be scaled very small or very large.
- Object Editor: The name for imported custom textures is now taken from file name.
- Random Animated Birds flying on map are now automatically hidden during export and not exported.
- Several bug fixes and small adjustments.
- Map Settings - Multi Pages/Images Export: This allows you to directly export up to 4x4 contiguous images
- Map Settings - Extended Grid: This allows you to display a grid beyond the map area
- Map Settings - Snap Map Area To Grid
- Map Settings - Snap Elements (Objects, Paths, Plots, Rooms etc.) To Grid
- Map Settings: Grid rotation and Map Size Slider more sensitive (you can make individual steps with the arrow keys)
- Map Settings: Hex grid tile size adjusted. Hex tile height and thus vertical hex distance is now equal to the height of a square tile. Hex grid in “flat top” orientation
- UI: If Snap Elements To Grid is active, the position in the grid is displayed at the bottom of the UI (tile and distance)
- Roof Path: Overhang slider: This allows you to extend the roof surface beyond the start and end. Useful if you want to place e.g. a roof on a room in the grid
- Water Path: I have slightly adjusted the creation of the path course
- Update of the game engine (Godot 4.4): I hope it brings increased compatibility
- And other small adjustments
- New Plot Editor: This allows you to create custom plots (currently only a forest-like plot). Assignment of up to 3 object groups. Adjustable size, chance and collision check per assigned object group.
- Asset Browser: Extended search with search term in “Title”, “Name”, “Object Group” and “Search Terms”. Filtering by tags now also possible.
- Asset Editor: In the “Add Original Texture” dialog: Button to save my textures as a png file.
- Asset Editor: Flip x and/or flip y of a texture now possible.
- For roads, you can now select the building type to be placed on the sides of the road in the bar at the top of the UI.
- Scaling, rotating and adjusting height with keys is now more sensitive. Action can be executed faster with shift pressed + key.
- Alphabetical sorting of elements in the tool lists is now possible.
- "Keep Scale" for objects can now be activated. Place new objects directly at the scale of the previously placed object.
- When displaying the action values (can be activated in the settings), two decimal places are now displayed. In addition, the position is now also displayed.
- Export Bar: "Max DPI" now selectable. Automatically determines the maximum pixel resolution.
- Chimney assets as object in object tool.
- Palisade without towers as a separate path in path tool.
- The collision check for buildings on the sides of roads no longer checks for collision with water.
- WEBM video export VP9 or VP8 format now possible. Selectable in the settings.
- Switch between normal editor and asset editor at any time
- Create your own custom assets (No external 3D tools e.g. Blender necessary)
- Add your own textures, original textures, boxes for solid shadows, smoke sources, light sources and wave sources
- Activate wind for textures
- Edit elements (e.g. scale of textures) via keys, buttons on the element and by entering values directly
- Objects already placed on your map are updated directly when changes are made to the custom asset
- Separate Multi Select/Multi Edit, Undo/Redo in the Asset Editor
- Hide, lock against mouse clicks and rename individual elements (e.g. textures)
- Add information to custom assets: Name, object group, preview image, search terms, tags and whether the object can be attached
- Custom assets are displayed in the Object Tool and behave like normal assets and react to Multi Select and the environment settings, such as wind and snow layer
- Opening of original assets is possible
- “Save and Place” function to place your custom assets directly
Steam Workshop for custom assets
- Upload and update your own assets
- Install/uninstall custom assets directly in the app via an asset browser
- Open every uploaded asset in the asset editor
- When opening maps with missing assets from Steam, a dialog appears with which you can install the missing assets from Steam directly (if these exist)
Filter in the object tool: Search field and tags for objects
Optimizations, bug fixes and minor adjustments
Thank you for your patience and support! :)
Best regards
Hannes
- Click priorities adjusted. Especially if you place several rooms on top of each other and use Deco Images.
- Working in general with stacked rooms improved. For example, you can no longer accidentally click on an object on the first floor through a room above it.
- “Layers” renamed to ‘Groups’. (These are not classic layers as known from image editing programs, but optional and do not affect the height of the objects. This may have been confusing)
- Minor things and bug fixes
- Create/delete/name new layers
- Layer groups on first level
- Arrange layers/groups using buttons or drag and drop
- Hide or lock layers/groups
- Panel of the layer list can be folded in and out and grows automatically
- Assign objects, paths, plots, rooms and deco images to a layer (also works with water)
- The number of elements assigned to a layer is unlimited
- Button “add new objects to layer”: If active, new objects, paths, plots, rooms and deco images are assigned directly to the selected layer
- Multi-select support: Add several objects to a layer at the same time
- If an object locked by a layer is clicked, the affected layer flashes briefly
- Invisible layers are not taken into account during collision check, e.g. when creating a forest on a hidden layer with road and cottages
- New keys: Toggle visibility of selected map layer (default J). Toggle locking of selected map layer (default K). Assign object to selected map layer (default L)
Change: Deco images can now always be selected directly. It is no longer necessary to switch to the Deco Tool. Locking can be done via a layer
Change: Deco images can no longer be shown or hidden individually via the “hide” button, but now via the layer system
Change: Room design no longer on the right, but can now be opened separately at the top of the UI via a button when a room is selected
Max height of all elements doubled
Godot 4.3 + fallback to D3D12, if Vulkan is not supported (Windows only)
Display in the UI for the changed property of an object (scale, rotation, height, ...). Can be activated in the settings
Environment: Snow Color added
Smaller things and improvements
- New path: Walls without towers
- New path: Docks
- New path: Only battlements
- New objects: Houses with wood and tiled roofs
- Max and min limits of object scale increased
- Grid: Max height increased so that grid can now be placed above everything again
- Bug fixes and small adjustments
Current Release
Build 31012024
Uploaded Mar 09, 2024
System Requirements
How to Install
CanvasOfKings.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
1.1 GB
31012024
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View AllDownload Canvas of Kings for PC with a direct link or via torrent. Get the full version of Canvas of Kings for free. Canvas of Kings is a Casual released by Hannes Breuer.