FPV / LINECONTENT STUDIO / LOCAL DRAFTSBack to Playground ↗

01 / AUTHORING WORKBENCH

Shape the next challenge.

LOCAL CONTENT STUDIO
Drafts, not published editions

Opening your local workbench…

Create a level from text or a symbol image →

Create a playable campaign from a picture →

Snake Studio · routes, prey, shutters and supplies / маршрути, цілі, заслінки та припаси →

Overflight Studio · encounters, upgrades and arena / хвилі, вдосконалення й арена →

Raid Studio · hunting routes, formations and objectives / Наліт · маршрути, групи й цілі →

Create a community game · step-by-step guide

Open the beginner creator guide and downloadable examples. It explains map, mission, campaign and pack, plus today's manual installation and sharing path.

Start with one playable mission, then build its community identity. This workbench saves local drafts. Publishing and ordinary player installation are separate steps. Authoring uses a keyboard or pointer and a file chooser; keep downloaded backups.

1. Create or inspect a project

Choose a unique Local project ID and New project, or use Inspect import for a ContentProjectV1 backup. Review the inspected source before Apply inspected source. Inspection does not replace your accepted draft. Export existing work before reusing its identity. Use Organize missions, campaigns & packs to name and order the journey.

2. Make one clear challenge

Define the lesson, route decision, threat and counterplay. Add one meaningful change at a time. Target territory and countdown change the objective; challenge ratings describe your design and do not change enemy speed. Gentle, Standard and Expert use the shared presets. A picture does not define walls or collision.

3. Play and revise

Use Play exact Solo preview, then Start mission. Test a legal capture, loss, Retry and a complete clear. Pause stays explicit. Close preview returns to your workbench. Check each supported difficulty and mode separately. Practice does not award player progress; a compiled mission or an authored rating is not a playtest.

4. Save and recover

Save checkpoint / retry creates local history. Inspect saved lets you review an earlier checkpoint; applying and saving it creates a newer checkpoint without deleting the intermediate ones. Export backup downloads the current project JSON, not every checkpoint or all artwork and audio. Verify the actual download. In a clean workbench, Inspect import, Apply inspected source, save and reload to test recovery.

5. Prepare the community presentation

In Asset Studio, select a slot and read its dimensions, palette, transparency, anchors and affected screens. Preserve authorized originals and record creator, source, rights and generation/edit prompts. Prepare replacements before staging; a changed crop must be prepared again. Geometry changes need a fresh review. Save and export a separate .rltheme bundle, then test its import and retained image bytes. A palette or logo alone does not complete actors, terrain, HUD, effects, objectives, reveal pictures and audio. Keep this project backup with its media originals.

6. Test Team deliberately

A Solo mission is not automatically a Team mission. Inspect Team Signal greybox provides a compatible starting point. For each selected preset, Export exact Team test mission and open that download in the Team test player. These exports contain geometry and rules; the player identifies its test scenery. Check both players, Support, rescue, Pause and Retry. The exported preset is fixed: change it here and export again to test another difficulty.

7. Qualify before publishing

Finish every required asset and review the actual game at play scale. Verify clear progression, all advertised modes, keyboard, touch and physical controllers, small portrait and landscape screens, readable text and reduced effects. Keep saved and earned originals intact. Test catalogue installation, offline dependencies and recovery. The release workflow then versions, tests, freezes and deploys the exact source, followed by public play. Uploading a draft here does not publish it.

Jump to map ↓
Browse bundled candidates Whole Journey, chapters, mechanics and Team

Your applied draft stays unchanged while you browse or inspect. Inspect a source, review it, then explicitly Apply. Test players open separately and never include unpublished draft edits. All bundled studies remain unvalidated candidates.

Whole Journey editions

Apex Ukrainian cultural routes: Solo ↗ · Versus ↗. Preserves exact v24 cards for Crossing complete, Returning light and Home signal while translating sourced three-focus, triangular side-cadence and four-point organization into original finale-route geometry. Separate review progress; human cultural and balance review pending.

Sentinel Ukrainian cultural routes: Solo ↗ · Versus ↗. Preserves exact v23 cards for First relay, Relay perimeter and Crown audience while translating sourced tripartite, five-zone and symmetric centre-with-paired-sides organization into original shield-approach geometry. Separate review progress; human cultural and balance review pending.

Ornament and workshop successor: Solo ↗ · Versus ↗. Eight original-picture missions in two optional four-mission sequences. Find them in the global chooser; Next stays inside the chosen sequence. The 71-mission core and 12 Remixes are unchanged. Separate review progress; human balance, cultural and device review pending.

Rover Ukrainian cultural routes: Solo ↗ · Versus ↗. Preserves exact v17 cards for Wake the yard, Between the rows and Rover remix while translating sourced Reshetylivka cutwork, Kosiv contour fields and Petrykivka branching composition into original route geometry. Separate review progress; human cultural and balance review pending.

Fractured Grid Ukrainian cultural routes: Solo ↗ · Versus ↗. Preserves exact v18 cards for First fracture, Two districts and Fracture remix while translating sourced Crimean Tatar Örnek grouping, Borshchiv relief-band contrast and Krychevsky-informed open panels into original repair geometry. Separate review progress; human cultural and balance review pending.

Phaseworks Ukrainian cultural routes: Solo ↗ · Versus ↗. Preserves exact v19 cards for A return in reserve, Two ways home and Dogleg transfer while translating sourced Krolevets bands, Hutsul diagonal alternation and Kosmach layered compartments into original closure-race geometry. Separate review progress; human cultural and balance review pending.

Livewire Ukrainian cultural routes: Solo ↗ · Versus ↗. Preserves exact v20 cards for Read the lock, Switchyard and Split junction while translating sourced Kyiv woven-belt cadence, Polissia separated bands and a Poltava gerdan's branching organization into original lane-crossing geometry. Separate review progress; human cultural and balance review pending.

Relay Ukrainian cultural routes: Solo ↗ · Versus ↗. Preserves exact v21 cards for First link, Second approach and Three compounds while translating sourced Podillia grouped-square, symmetric kilim bands and alternating branch organization into original relay-order geometry. Separate review progress; human cultural and balance review pending.

Crosswind Ukrainian cultural routes: Solo ↗ · Versus ↗. Preserves exact v22 cards for Read the arrows, Windbreak weave and Long wave while translating sourced branched-rhombus, alternating-band and joined-parallel organization into original directional-route geometry. Separate review progress; human cultural and balance review pending.

Contested sorting successor: Solo ↗ · Versus ↗. Revises Sorting Yard's baffles, occupied pockets and roamer return lanes only. Other missions and pictures unchanged. Separate review progress; human balance pending.

Travelling trail-impact successor: Solo ↗ · Versus ↗. Uses the Pressure Lines travelling-impact contract for every eligible enemy and active lane. Geometry, objectives, pictures, actor movement and v5 remain unchanged. Separate review progress; human balance pending.

Readable pressure-arc successor: Solo ↗ · Versus ↗. Replaces one ordinary keeper in each of six Phaseworks missions with a visibly warned, finite pursuer or interceptor. No actors are added; geometry, pictures and the v6 edition remain unchanged. Separate review progress; human balance pending.

Ukrainian and FPV pressure successor: Solo ↗ · Versus ↗. Adapts six existing ornament and FPV workshop missions in place with the same finite pursuit/interception contract. No duplicate missions, extra actors, geometry or picture changes. Separate review progress; human balance and cultural review pending.

Ukrainian cultural spatial triptych: Solo ↗ · Versus ↗. Preserves the v9 edition while redesigning exactly Stepping stones, Return pocket and Neutral ground with sourced Lemko pysanka, Podillia rushnyk and Petrykivka compositional studies. Separate review progress; human cultural and balance review pending.

Border and Signal cultural routes: Solo ↗ · Versus ↗. Preserves exact v12 cards for Border remix, Dry spine and Wide approach while translating sourced Poltava embroidery, Bukovyna pysanka and Slobozhanshchyna rushnyk composition into original route geometry. Separate review progress; human cultural and balance review pending.

Early Ukrainian cultural routes: Solo ↗ · Versus ↗. Preserves exact v13 cards for Nearby shore, Two bays and Behind the patrol while translating sourced Crimean Tatar weaving rhythm, Ukrainian pysanka sectioning and Krychevsky-informed tactile panels into original route geometry. Separate review progress; human cultural and balance review pending.

Signal Ukrainian cultural routes: Solo ↗ · Versus ↗. Preserves exact v14 cards for Soft crossing, Cool the crossing and Signal remix while translating sourced Reshetylivka whitework, Kosiv ceramic framing and Petrykivka branching composition into original route geometry. Separate review progress; human cultural and balance review pending.

Neon Ukrainian cultural routes: Solo ↗ · Versus ↗. Preserves exact v15 cards for Folded corner, Inside out and Side-door bays while translating sourced Krolevets weaving bands, regional rushnyk end framing and Opishne painted-bowl composition into original route geometry. Separate review progress; human cultural and balance review pending.

Neon Ukrainian cultural routes finale: Solo ↗ · Versus ↗. Preserves exact v16 cards for Dogleg return, Staggered circuit and Three open circuits while translating sourced Podolia and Hutsul weaving rhythm plus layered Ukrainian pysanka practice into original route geometry. Separate review progress; human cultural and balance review pending.

Border cultural routes: Solo ↗ · Versus ↗. Preserves exact v11 cards for Second landing, Long rail and New frontier while translating sourced Reshetylivka embroidery, Petrykivka painting and Kosiv ceramic composition into original Border route geometry. Separate review progress; human cultural and balance review pending.

Horizon cultural joins: Solo ↗ · Versus ↗. Preserves exact v10 cards for Island outpost, Long way home and Horizon remix while translating sourced Hutsul garment construction and Lemko pysanka rhythm into original early-Horizon route geometry. Separate review progress; human cultural and balance review pending.

Ukrainian ornament studies: Study 1 ↗ · Study 1 Versus ↗ · Twelve-study atlas ↗ · Atlas Versus ↗. Both routes are opt-in editions on the accepted v11 lineage with separate progress ownership. The v11 default remains unchanged.

Erosion counterplay successor: Solo ↗ · Versus ↗. Records repair-versus-escape counterplay for every erosion mission and corrects the four late practice ledgers. Runtime rules, coverage, actors, maps, objectives and pictures stay exact. Separate review progress; human route/balance review pending.

Timed-bonus successor: Solo ↗ · Versus ↗. The field-finale Journey with three optional Border Bloom pickups that announce, expire and relocate. Contact collects them; enclosure does not. Separate review progress; balance and device testing pending. Other missions and pictures are unchanged. Inspect and Apply only change your draft, never publish it.

Field-finale successor: Solo ↗ · Versus ↗. The same Journey with Home Signal's ordinary-capture finale instead of its boss. Balance pending; separate review progress, unchanged pictures and other missions. The previous spatial edition remains available in this library. Draft edits are not included.

Combined spatial + pressure review: Solo ↗ · Versus ↗. Nine revised encounters in the 71-mission core plus 12 optional Remixes; shared pressure presets, campaign pictures and actor materials. Unvalidated candidates with separate review progress. Human balance and device testing remain pending. Draft edits are not included; nothing is published by inspecting or applying this source.

Optional actor-material successor: Body studies ↗ · Solo ↗ · Versus ↗. Same authored challenges, explicit new presentation edition. Live readability and human validation pending.

Whole Journey original-picture review: Solo ↗ · Versus ↗. 71 core missions and 12 optional Remixes. Human validation pending; original pictures require a connection. These bundled candidates do not include your draft edits.

Individual chapters

Sorting lanes is a spatial balance candidate: two occupied pockets per chamber and active return-stub roamers. Human balance pending; earlier editions remain unchanged.

Mechanics and spatial studies

Inspect the authored source, then Apply to edit. Completion and release qualification remain pending.

Team studies

Inspect the authored source, then Apply to edit. Completion and release qualification remain pending.

Three original-picture missions with optional shared pickup windows. Human and device validation pending. Outer pockets changes two Window Exchange keepers; Depot lanes also keeps two inner keepers on vertical routes. Geometry, speeds and bonus timing stay unchanged. Inspect before Apply.

Play bundled Shared windows test (does not include draft edits) Play bundled outer-pocket test (does not include draft edits) Play bundled depot-lane test (does not include draft edits)

New cooperative routes and dedicated races. Inspect before Apply; existing artwork is reused. Play and balance review are tracked separately.

Play Team expeditions ↗ Play Duel expeditions ↗

Twelve authored Team candidates with original pictures. Human validation pending. Pressure uses enemy speed ×1 / ×1.4 / ×1.75 and shared reserves 4 / 2 / 1. Handling and warnings stay consistent. Inspect before Apply. Changing returns revises Shared Lookout and Twin Depots with inner landings and contested outside returns. Other ten missions stay unchanged.

Play bundled Team pressure test (does not include draft edits) Play bundled Team changing-return test (does not include draft edits) Play bundled Team travelling-impact test (does not include draft edits) Play current Team Journey with Ukrainian spatial specialists II Play previous Team Journey with Ukrainian spatial specialists Play previous Team Journey with complementary specialists Play bundled Team specialist test (does not include draft edits)

Early Journey test players

Test the bundled Horizon → Border Journey: Solo ↗ · Versus ↗. These unvalidated test builds do not include your unpublished edits.

Change this draft's difficulty edition

Pressure-v2 changes enemy speed and attack rests for all missions in the current draft. Player handling, warnings, maps and pictures stay unchanged. Inspect, then Apply; nothing is published. Disabled when this draft already uses pressure-v2.

Map

72 × 36

■ Reclaimed foundation▧ Wall● Field keeper◇ Perimeter patrol▲ Frontier patrolTracked square: reclaimed-ground roamerToothed blade: territory eroderBolt: trail-impact carrierTwin posts: stationary lane emitterCrown: shield-relay Sentinel✚ Spawn Framed pickups: + Life · > Speed · v Slow · * Freeze Capture markers: ! Required · o Optional · ? Hidden Relay numbers match triggers to connectors, not a required order. Slow field: paired dashes · Lethal field: framed × Arrow field: faster with, slower against, unchanged across; never forced drift. Capturing field neutralizes its terrain; walls never close cuts.

Humanoid figures: huntable runners and guards. Touch or enclosure removes them; their bodies never retain territory. Guards carry a weapon; their shots remain dangerous.

· Retained field╱ Would fill□ Hypothetical trail◎ Field anchor▣ Affected objective

Add geometry · makes a new map revision
Reshape existing geometry
Copy-on-write rectangle edit

Place enemies

Shared catalog roles and speed tiers keep rules consistent. Positions are checked in every supported mode and preset before applying.

Optional combat · candidate edition

Mission actors

Author hunting for this mission
Place optional bonuses

Contact pickups · shared effects

Schedule optional timed bonuses

Numbered anchors are possible locations, not a live prediction. Missed pickups return at a different eligible anchor. All required routes must work without them.

Timed contact pickups · finite rewards

Place capture objectives

Capture markers · optional or required

Studio shows all markers: ! required, o optional, ? initially hidden. Hidden requirements need deliberate teaching. Capturing a marker does not open a gate unless the relay editor below explicitly links it. Relink or remove dependent gates before removing their objective.

Edit Team environment

Link permanent relay gates

Closed wall → permanent reclaimed connector

Crossbars mark a closed gate; corner brackets remain when open. Gates never earn score or coverage. Opening does not connect field-enemy regions. Preview remote fill and avoid locking an objective behind its own gate.

Mark directional speed fields

Marked speed, never forced drift

Arrows affect only unclaimed field. Fields cannot overlap walls, foundations, gates, other fields or slow/lethal terrain. Strength is shared across every map; it is not a per-level setting.

Stage a Sentinel encounter

Boss and shield relays · apply together

Choose distinct visible required objectives. The core places the boss at that cell centre. All shield relays must be captured, in any order. The shared recipe controls timing; there are no per-level speed or warning overrides.

Build from a reference picture

Upload → crop → queue manual rectangles → inspect → play → apply. Your picture stays on this device and is never converted automatically into collision or published as artwork. References, accepted crops and queues save locally in separate tracing drafts. Restore tracing when returning to a mission. Applied geometry is saved, undoable and included in your project backup. Export a tracing backup too to keep the original picture.

Try a real Ukrainian landscape detail: rafts on Synevyr Lake. Loading it changes only the reference overlay, never your map, reveal picture or published content.

Jan Pešula · 2018 · CC0 1.0 · Download reference

Crop & manual trace · original image pixels

Click the board to choose a cell, then set Surface, X, Y, Width and Height above. Queue rectangles here instead of applying them directly. Gameplay symbols stay above the reference.


              
              
              

Local tracing recovery · never published

Frozen capture inspection

Hypothetical secured cells, not a legal-route validator. Enemies are frozen at spawn; moving enemies can change the outcome.


          
Practice only · no awards · candidate presentation
Review campaign progression

Inspect the applied draft in gameplay order. Ratings and duration estimates are authored hypotheses, not measured difficulty. Findings never change a map or block publication. Exclude optional finales explicitly when reviewing core-content countdown frequency.

    Ordered challenge ratings
      Review mission acceptance evidence

      Read-only review of the applied mission. Automated, native-browser and genuine human observations remain separate. Imported records are unverified claims, not proof of testing. No report publishes content or approves a release. Whole-Journey flow, performance, storage rollback and deployment need separate qualification.

      Supply the actual tested commit, not a branch name. Studio cannot verify that this draft or the served build belongs to that commit. Simulation and presentation pins partition records; they are not security signatures.

        Exact target, observations and limitations
        
                    
        Discoveries, pacing and campaign exhibits

        Choose a beat and exact reward references. Import the campaign reward sidecar first; keep it alongside the project backup. Previews never earn progress.

        Character voice recordings
        Organize missions, campaigns & packs

        Choose an untested Solo / Versus island or a two-seat Team island template. Duplicate copies missions and whole campaign/pack contents with independent IDs; maps and artwork remain shared immutable pins. Editing geometry creates a private revision. Shared child membership is preserved within a copied pack. Archived children remain archived. Add to parent keeps existing memberships. Remove from parent detaches only that membership. Delete refuses referenced or nonempty items and never removes shared maps or assets. Archived items stay editable here but are omitted from candidate Journey lists. Changing a campaign band never retunes its missions: every member must already fit that band or the next (capped at 12), or the edit is rejected.

        All edits are local candidates. No publication or player progress changes.

        
                  

        SOURCE / ALL MAPS & CAMPAIGNS

        Edit names, order, actors and design notes here. Inspect first; applying is explicit. Published editions are never overwritten.

        No source changes inspected.