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Steam News28 April 20262mo ago

2026 Re-release of Overworld

Overworld 061 - Publish to Steam Workshop It's been a long time since I've updated Overworld, but I'm happy to say that I'm back at it again; and I hope to make it the best large world editor you can get.

In this update8

Full notes

Full Overworld - Map Keeper's Realm update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

5 fixes5 additions12 changes0 removals
  • Workshop
  • Maps
  • Gameplay
  • Fixes
  • Performance
changedOverworld 061 - Publish to Steam WorkshopIt's been a long time since I've updated Overworld, but I'm happy to say that I'm back at it again; and I hope to make it the best large world editor you can get.
changedOverworld 061 - Publish to Steam WorkshopOver the last few weeks I’ve focused on making it easier to create maps and actually share/play them with others . The biggest change is full Steam Workshop support , so you can publish your maps for the community (and pull Workshop maps back in to tweak and learn from). I’ve also pushed fog-of-war support into the publishing workflow , so what you design—hidden areas, revealed zones, and the way information unfolds—can carry through more reliably when you share your world with your RPG players.
addedOverworld 061 - Publish to Steam WorkshopOn top of that, there’s new creative fuel with a LOTR tileset , plus a big usability win: mouse map dragging/panning that makes navigating large maps feel much more natural. Along the way I shipped a lot of fixes and polish (rendering, roads/rivers, shoreline/background visuals, input edge cases, and performance), so the editor should feel smoother, more predictable, and less “in your way” as you build.
changedOverworld 061 - Publish to Steam WorkshopCheck out shoreline rendering:
changedSteam post imageWhat changed?
changedSteam WorkshopShare your maps directly to Steam Workshop

Overworld - Map Keeper's Realm changes

changedIt's been a long time since I've updated Overworld, but I'm happy to say that I'm back at it again; and I hope to make it the best large world editor you can get.
changedOver the last few weeks I’ve focused on making it easier to create maps and actually share/play them with others . The biggest change is full Steam Workshop support , so you can publish your maps for the community (and pull Workshop maps back in to tweak and learn from). I’ve also pushed fog-of-war support into the publishing workflow , so what you design—hidden areas, revealed zones, and the way information unfolds—can carry through more reliably when you share your world with your RPG players.
addedOn top of that, there’s new creative fuel with a LOTR tileset , plus a big usability win: mouse map dragging/panning that makes navigating large maps feel much more natural. Along the way I shipped a lot of fixes and polish (rendering, roads/rivers, shoreline/background visuals, input edge cases, and performance), so the editor should feel smoother, more predictable, and less “in your way” as you build.
changedCheck out shoreline rendering:
changedWhat changed?

Overworld 061 - Publish to Steam Workshop

It's been a long time since I've updated Overworld, but I'm happy to say that I'm back at it again; and I hope to make it the best large world editor you can get.

Over the last few weeks I’ve focused on making it easier to create maps and actually share/play them with others. The biggest change is full Steam Workshop support, so you can publish your maps for the community (and pull Workshop maps back in to tweak and learn from). I’ve also pushed fog-of-war support into the publishing workflow, so what you design—hidden areas, revealed zones, and the way information unfolds—can carry through more reliably when you share your world with your RPG players.

On top of that, there’s new creative fuel with a LOTR tileset, plus a big usability win: mouse map dragging/panning that makes navigating large maps feel much more natural. Along the way I shipped a lot of fixes and polish (rendering, roads/rivers, shoreline/background visuals, input edge cases, and performance), so the editor should feel smoother, more predictable, and less “in your way” as you build.

Check out shoreline rendering:

Steam post image

What changed?

Steam Workshop

  • Share your maps directly to Steam Workshop

  • Import Workshop maps from other creators and world builders (like your GM)

Fog of War (publish-ready)

  • Added fog-of-war workflow for published maps

  • Redacts POIs, Areas, Labels, and tiles from hidden areas

  • A fog-of-war "scrim" layer can be enabled/disabled to show revealed spaces

New Content

  • Added a LOTR tileset (preview)

  • Change tilesets in Settings

Controls & Usability

  • Added click-and-drag map movement (pan/drag navigation)

  • Fixed some cursor focus stealing from input fields

Visuals & Map Readability

  • Improved coastlines/shorelines and background rendering

  • Better-looking coastal water in the Original tileset

  • Improved how roads and rivers render (including across layers)

Performance & Stability

  • Smoother performance and fewer hitches in larger maps/scenes

  • General stability and responsiveness improvements

Bug Fixes

  • Fixed issues with roads/rivers not drawing correctly in some cases

  • Fixed an annoying spacebar/text input edge case

  • Many smaller fixes and polish passes across the editor

  • Fixed expansion rules for tiles projected from Continent to Region

Source

Steam News / 28 April 2026

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