Metroidvania Studio

Registre officiel Productivité

Create and edit connected 2D maps with a local, workspace-scoped MCP server and Lua scripts.

Installation

Ajoutez ceci à la configuration MCP de votre client (Claude Desktop : claude_desktop_config.json ; Cursor : .cursor/mcp.json ; VS Code et les autres utilisent la même forme « mcpServers »).

NPM package metroidvania-studio
Claude Code
claude mcp add metroidvania-studio -- npx -y metroidvania-studio@1.3.2 mcp --workspace '{workspace}'
Configuration JSON (Claude Desktop, Cursor, VS Code)
{
    "mcpServers": {
        "metroidvania-studio": {
            "command": "npx",
            "args": [
                "-y",
                "metroidvania-studio@1.3.2",
                "mcp",
                "--workspace",
                "{workspace}"
            ]
        }
    }
}

Documentation

Tirée du README du projet sur GitHub, actualisée chaque semaine. Les liens ouvrent GitHub.

Sommaire
  1. Metroidvania Studio
  2. Add Rooms & Paint Tiles
  3. Configure Tile Palettes
  4. Resize, Rotate & Connect Rooms
  5. Design Your Minimap
  6. Explore with Game Preview
  7. Get Started
  8. Try the Sample World
  9. Editing Basics
  10. Engine Packages
  11. Scripts & Automation
  12. License

Metroidvania Studio

Metroidvania Studio is a free, open-source 2D level editor for metroidvania games. Build connected rooms, paint autotiled maps, and design minimaps with JSON export for multiple game engines. The room-based map editor runs locally in your browser or the Windows program.

Website · Documentation · Downloads

Automate your workflow: Lua scripts, a headless CLI, and a local MCP server for AI agents.

Add Rooms & Paint Tiles

Configure Tile Palettes

Resize, Rotate & Connect Rooms

Design Your Minimap

Explore with Game Preview

Get Started

Runs locally on Windows, macOS, and Linux. No game engine installation is required.

Download a ready-to-run package from GitHub Releases, extract it, and open the launch file at the top level. The prebuilt web package requires ASP.NET Core Runtime 10.

To build from source, install:

RequirementUsed for
Node.js 24+Building the web UI and running build scripts
.NET SDK 10Building the local server and command-line tools
GitValidating source files during the build

Then use the scripts for your platform:

PlatformBuildRun
Windowsplatform/win/web/build.batplatform/win/web/run.bat
macOSplatform/mac/build.commandplatform/mac/run.command
Linuxbash platform/linux/build.shbash platform/linux/run.sh

Run checks your local build against the current version and source files. It builds automatically when needed, then opens the studio in your browser. An up-to-date build starts immediately.

Maps and Textures are stored beside the launcher or at the source project root. Find them through File → Storage folders. Room JSON updates automatically in Maps/AutoExport; palette settings are managed in .studio/catalog.json. Keep Maps, Textures and .studio when updating the studio.

Try the Sample World

A new workspace opens a six-room world with a looping route, a vertical shaft, a side chamber, slopes, background tiles, and object markers. You can also open it through Help → Open sample world.

Paint a room, Ctrl-click two rooms to move them together, or switch to the minimap and double-click a room to jump back into editing. See the five-minute walkthrough or sample JSON.

Editing Basics

  • Paint: left-drag inside the active room. The first click on another room selects it.
  • Erase: right-drag inside the active room.
  • Pan and zoom: middle-drag to pan, mouse wheel to zoom, Ctrl + wheel to change brush size. Right-drag on empty space also pans.
  • Arrange rooms: right-click empty space to add a room, drag a room's title strip to move it, or drag its outer handles to resize. Rotation is available in the inspector.
  • Save and exchange maps: use File for saving and JSON import/export. Use Edit for Undo/Redo. Set PPU and resolution in the top toolbar (defaults: 16 and 320×180).
  • Preview: choose Game camera and drag its white frame. Game Preview follows immediately; expand, maximize, or collapse it as needed.

See Help → Shortcuts for the full control list. The interface follows your browser language and can be changed from the language picker.

Open Help → Documentation for searchable guides and the API reference, including offline access.

Engine Packages

EnginePackageInstallation
Unity.unitypackageGuide
GodotAddon ZIPGuide
Unreal Engine 4Plugin ZIPGuide
Unreal Engine 5Plugin ZIPGuide
SDL3C++ source ZIPGuide

Each engine folder includes translated installation guides. Maps use a shared JSON format; engine packages handle importing and rendering, while gameplay stays in your game project.

Scripts & Automation

Use File → Scripts to generate rooms or repeat editing tasks. Run the same operations headlessly through the CLI, or connect an AI agent through the local MCP server. Dry runs, atomic updates, and revision checks keep scripted edits reviewable.

Install the CLI and MCP tools with Node.js 24+ and the .NET 10 runtime:

npm install --global metroidvania-studio

Using a program download? Run metroidvania-studio-cli.cmd help on Windows, or bash metroidvania-studio-cli.sh help on macOS/Linux. See headless from a download.

Start with the documentation, API reference, Lua examples, or MCP setup.

License

Project-owned code and assets use the MIT License. See Third-party notices for external components and their terms.

Questions fréquentes

Qu'est-ce que Metroidvania Studio ?

Create and edit connected 2D maps with a local, workspace-scoped MCP server and Lua scripts.

Comment installer Metroidvania Studio ?

Il s'exécute sur votre machine. Dans Claude Code : claude mcp add metroidvania-studio -- npx -y metroidvania-studio@1.3.2 mcp --workspace '{workspace}'. Pour les autres clients, collez la configuration JSON de cette page dans leurs réglages MCP.

Faut-il une clé API pour Metroidvania Studio ?

Son entrée au registre n'indique aucune clé ni secret obligatoire. Certaines fonctions peuvent tout de même demander un compte auprès du service auquel il se connecte.

Metroidvania Studio est-il open source ?

Oui. Son code est sur GitHub sous licence MIT.

Qui maintient Metroidvania Studio ?

Il est publié par LBarimi. AI.tn le référence sans le maintenir ni le recommander.

Issu du registre MCP officiel. Être listé n'est pas une recommandation : vérifiez le code et les permissions d'un serveur avant de lui donner accès à vos données.