# The in-engine room editor Press **F8** in the game to flip into edit mode (the sim freezes; F8 again to play-test instantly). Everything the editor does is a bus `Command` — an LLM on the MCP surface has exactly the same powers with the same JSON. ## Tools & keys | Key | Meaning | |---|---| | `B` `L` `R` `O` `F` `G` `K` | brush · line · rect · ellipse · flood fill · gradient · color picker | | `M` | cycle what the ink writes: LOOK → FLOOR → WALL → WATER → DEPTH → HOTSPOT | | `V` | overlay the invisible screens: priority / control / hotspot | | `[` `]` | depth band 0–15 (DEPTH mode) | | `-` `=` | brush size | | `U` | undo last paint op | | `S` | set the room spawn at the cursor | | `P` | place a prop of the selected sprite (`,` `.` cycle sprites) | | `X` | delete the prop under the cursor | | `Enter` | open the `:` command line | | palette panel | left-click = primary color, right-click = secondary (gradients) | Meanings write multiple screens at once, MRPGI-style but with four screens: **FLOOR** paints color + default depth band + open control; **WALL** paints color + blocked control; **WATER** color + water; **DEPTH** forces a band (walk-behind scenery); **HOTSPOT** + the rect tool creates a named clickable region (no pixels painted — it lives on the hotspot screen). ## Colon commands ``` :save write rooms/roomN.json :name Neon Row room display name :enter TEXT entry prose :music N 0 off · 1 calm · 2 eerie · 3 tense · 4 jolly · 5 spooky · 6 noir :weather N 0 none · 1 rain · 2 snow · 3 embers :exit e 2 edge exit (n/e/s/w) to room 2; `:exit e -` clears :room 7 jump rooms (a missing room is a fresh blank one) :clear drop all paint ops :hotspot NAME rename the most recently drawn hotspot :hotmsg look TEXT give the newest hotspot a verb response :delhot NAME delete a hotspot :help the cheat sheet ``` Dialogue trees, prop lock-and-key fields, scale tables and palettes are data — edit the room JSON (or drive `upsert_room` over the bus) for those. The editor covers the 90%: geometry, paint, walkability, depth, hotspots, props, exits, mood.