Posted November 22, 2025 by Sam Thul
Hey dungeon rats and CRT gremlins — Ruinwright just leveled up.
Here’s what’s new:
You can now export your maps as PNG, JPG, or JSON.
Use this to:
Build quick 3D blockouts in engines like Unity or Godot
Print those suckers out using any graphics program!
Kick off prototypes without redrawing your maps
Ruinwright still feels like graph paper—but now it plugs into your dev pipeline.
Not every game sticks to neat squares.
Lines lets you:
Draw lines between rooms for irregular layouts
Map text adventures, Sierra-style games, and non-grid worlds
Scale lines to highlight main paths, side routes, or odd connections using the wheel mouse
If you’ve ever drawn boxes and arrows in a notebook to follow a weird game, this will feel familiar—just upgraded.
Mapping should be fast and responsive.
In v4 you can:
Use the numpad to flip tiles while you map
Use the mouse scroll wheel along with the Shift key to change tiles without stopping
Less clicking around, more mapping.
Room nodes still handle detailed notes (puzzles, keys, NPCs, etc.), but now you can also:
Drop quick notes directly on the map
Scale those notes to be subtle or bold using the wheel mouse
Combine them with room-node notes for extra clarity
Warnings, hints, routes, reminders—right where you need them.
v2025.11.4 also includes:
Various small bug fixes
Smoother behavior in tools and modes
A general pass to make Ruinwright feel more stable and reliable
We’re launching officially on Steam on November 26th, 2025.
As always, every purchase here on itch.io gets you a key over there in Steam Land.
Until then:
Boot up a classic, open Ruinwright, and map like it’s 1989. 🧙♂️📊