Creating content

You can shape your world after creating it — add buildings, draw new settlements, decorate the map, edit details, and generate art.

The Build toolbar

Build toolbar

Enter Build mode from the right-edge toolbar. The tools available:

Use Ctrl+Z to undo and Ctrl+Shift+Z (or Ctrl+Y) to redo while drawing.

Editing buildings

Editing a building

Open the Atlas Buildings tab to edit a building:

Creating NPCs

Creating NPCs

NPCs are usually generated alongside a new location — when you use the Location Wizard to create a building, the system populates it with appropriate inhabitants.

The Location Wizard shows a preview of the building and all NPCs that will inhabit it. The Save button displays the total credit cost — one credit per NPC avatar plus one for the building interior. When adding a new NPC to an existing building, the cost is 1 credit for the avatar.

You can also add NPCs manually:

After an NPC exists, generate their avatar from the Atlas (1 credit).

Drawing settlements

Drawing a settlement

  1. Open Build mode
  2. Pick the Settlement tool
  3. Click points on the map to draw a polygon. Click the first point again or press Enter to close it
  4. Name the settlement and pick its type (village, town, city, ruins, outpost — depends on genre)
  5. Define the profile — use the Quick Start AI prompt to fill everything in one line, or write each field yourself (no credit cost)
  6. Optionally generate a settlement exterior image (1 credit)

Buildings inside the boundary auto-assign to the new settlement. The settlement appears on the world map when zoomed in.

You can edit the boundary later or delete the settlement (buildings revert to free-standing, they aren't deleted).

Generating art

Image generation uses credits. See Account & billing for the full credit cost breakdown. You can generate NPC avatars, building interiors, settlement exteriors, enemy portraits, player avatars, and portrait states — all from the relevant Atlas tab.

For tips on writing image prompts, see the Prompt reference.