Metroidvania Studio

io.github.LBarimiPublished by GitHub account LBarimiv1.3.2Updated Oct 24, 2026

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

VerifiedSTDIODesktop onlyDeveloper ToolsMedia & Design

Overview

AI-generated overview

Lets an assistant create and edit connected 2D metroidvania maps in a local workspace through Lua-scripted, reviewable operations.

What you can do
Metroidvania Studio is a free, open-source 2D level editor for metroidvania games. Its local MCP server lets an AI agent drive the same operations as the editor's Lua scripts and headless CLI: building connected rooms, painting autotiled maps, and designing minimaps. Maps use a shared JSON format, with room JSON updating automatically in Maps/AutoExport and palette settings in .studio/catalog.json. Dry runs, atomic updates, and revision checks keep scripted edits reviewable.
When to use it
Worth adding when you are building a metroidvania or similar room-based 2D game and want an assistant to generate rooms, repeat editing tasks, or script map changes instead of clicking through the editor. It suits workflows where map edits should be reviewable before being applied.
Requirements
Runs as a local process on Windows, macOS, or Linux; desktop only. Install the CLI and MCP tools with Node.js 24+ and the .NET 10 runtime, for example via the npm package metroidvania-studio. No authentication, environment variables, or headers are declared. Maps, Textures, and .studio folders are stored beside the launcher or at the source project root.
Before you install
The server edits files in your workspace: room JSON is written automatically under Maps/AutoExport and palette settings under .studio/catalog.json. Keep the Maps, Textures, and .studio folders when updating the studio. Prefer dry runs and revision checks so scripted edits stay reviewable before they are applied.

Installation

In SourceWeft

  1. Open Metroidvania Studio in the dashboard and add it to a workspace.
  2. Enable the server for the chats that should use its tools.

Desktop only via STDIO. STDIO servers start a local process, so they need the SourceWeft desktop host.

Other MCP clients

Follow the launch instructions in the repository.

README

[Image] 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

[Add a second room, paint rock tiles, then pan back and connect the first room]

Configure Tile Palettes

[Import a grassland PNG into a color palette and update an existing room]

Resize, Rotate & Connect Rooms

[Resize, rotate, and connect three ice cavern rooms]

Design Your Minimap

[Explore a world of five terrain themes, double-click an ice cavern to edit it, then zoom out]

Explore with Game Preview

[Drag the game camera inside a room, inspect the live view, and maximize or collapse 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:

sh
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.

Source: README.md at commit d4f277d

Tools

0
SourceWeft has not started this package in its sandbox yet, so its tools are not known.

Version history

1
  1. v1.3.2LatestSep 16, 2026

Score

50% of the applicable checks met

How complete this listing is, computed from the registry entry, the endpoint and public sources. Not a rating of the server and not a statement that it is safe or working today: reachability is a dated check, and no installs or reviews go into the score.

  • Reached in the last 30 days25 pts

    Keep the endpoint answering the MCP handshake; SourceWeft probes it every 30 days.

  • Auth declared10 pts

    Declare the credential headers in the registry entry, or keep the endpoint answering the probe so its auth can be classified.

  • Tools listed15 pts

    Answer tools/list without a credential, or ship a package that starts in a sandbox without one.

  • DescriptionRequired15 pts
  • Logo10 pts
  • Documentation15 pts
  • License10 pts