Picmon Map Editor
Discover Picmon Map Editor, a free browser-based tool for creating tile-based RPG worlds with NPCs, portals, and interactive gameplay—no installation required.
By Run.team · July 9, 2026

The world Barker built, and the tool that made it

Okay. You need to see what Barker just built.
A full RPG world. A real one, that you can actually walk through. Snow villages. Sprawling farmlands. Cave dungeons. A walled castle city so big and so extra we laughed the first time we loaded it up. Then Barker did something incredibly cool: they released the exact editor behind those maps to the public. That means the very same tool used to create them is now entirely yours to use. For free. Go.
Here's what it does, and how far you can take it.
In his own words
We'll let the creator take it from here. Meet Christopher Barker, the person behind the tool:
Hi, I'm Christopher Barker.
I made this editor in Picmon because I knew I would need it. I played Graal Online many years ago and I mostly just made maps offline for fun. It had an awesome editor, and because of that I had a strong understanding of what I needed for my own top-down editor.
I tried to keep it as simple as possible, with nothing hidden away in menus in the UI. It's all just in your face in a large outliner on the left.
I use Sprite Fusion for map creation and JSON export with a very specific layer setup: overlay, tall grass, Blockers (collision), bushes_flowers, under, floor detail, ground. I stick to these for every map to keep it easy for implementation.
I made heavy use of the Ninja Adventure pack by pixel-boy on itch.io for the visuals in Picmon. The CC0 license is very much appreciated.
Want to build the same way Barker does? The tools he used are both free:
What it actually is
It's a world editor for tile-based, top-down RPGs, and it runs right in your browser. No massive install, no engine to wrestle with. It even comes loaded with a full sample game, so you can walk around a finished world and see exactly how it's built before you touch a thing. Then you swap in your own tiles, your own characters, your own maps, and boom, it's your game.
What you can build
You start with a map. Then you bring it to life:
- NPCs who actually talk. Drop a character in, write their lines, decide how they act, even give them battles with their own team and rewards.
- Portals that actually go places. Link maps together. Walk out a door, spawn in the next town.
- The little things that make it feel real. Signs, objects, wandering animals, tall grass, and collision so you can't just phase through walls.
- And the best part: hit Play and you're instantly in it, walking your own world in the real game engine. The camera follows you, portals work, everything just runs. No waiting around.
Tiles get made in Sprite Fusion and brought in. Everything else, the people, the doors, the whole world waking up, happens right here.




Why this hit us
Real talk: the tiles were never the hard part. The hard part was always the jump from "nice-looking map" to an actual world, the kind with people who talk to you, doors that go somewhere, and a reason to keep exploring. That jump is the thing this tool just does for you. Empty grid to a place you can walk around inside, in about the time it takes to describe it. The gap between "I have an idea for a game" and "I'm literally playing it" got a whole lot smaller.
Now go build something
It's free. Grab it here: github.com/series-ai/run-workshop (picmon-editor-v0.1.0)
Make a tiny cozy town. Make a giant dungeon. Make a whole region and get lost in your own world. Then show us, because we genuinely cannot wait to see what you come up with. And Barker, thank you, for building this and handing it to everyone. This is exactly why we do this.
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