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HammerForge HammerForge

Brush-based level editor for Godot 4.7+

Draw rooms, carve doors, paint terrain, and bake to optimized meshes — all inside the Godot editor.

Interior of a HammerForge level: a colonnaded hall leading to a raised dais, with a galleried upper level

HammerForge is a single addons/ folder. No external tools, no custom builds, no export plugins. Drop it in, enable, draw.

Early alpha

This is a solo hobby project. It's buggy and rough around the edges. Testing and issue reports are genuinely welcome.

How it works

Step
1. Draw a floor Drag a base, click to set height. Step 1
2. Raise the walls Add walls, leave a gap for the door. Step 2
3. Detail and materials Platform, ramp, pillars, prototype textures. Step 3
4. Test it The Console checks, then bakes and plays. Step 4

Inside the editor

HammerForge has its own dock, main-screen entry, and viewport tools.

The HammerForge dock and viewport inside the Godot editor

The dock changes mode with the task — Build, Paint, Objects, and Test each swap the controls and the viewport hint.

Build tab

Paint tab

Objects tab

Test tab

The Console

A status board for the level: geometry budget, bake state, material palette, spawn points, autosave and session log.

The HammerForge Console status board

Everything is configurable, and every switch says why

The Console's Controls tab is the whole settings surface in one place — grouped by what a setting actually affects, with a one-line reason under each switch rather than a bare label. There is a search box, and descriptions can be turned off once you know your way around.

The HammerForge Console Controls tab, showing the Viewport, Bake and Safety net groups

Three groups, because there are only three questions worth separating:

  • Viewportwhat you see while building. None of these change the level. Grid and snapping, the shortcut HUD, subtract preview, texture lock, cordon. Safe to change mid-build; nothing here touches what ships.
  • Bakehow drafts become the meshes and collision that ship. Mesh merging, LODs, UV unwrapping, lightmap UV2, navmesh, MultiMesh instancing. These are the trade-offs between bake time and frame time, and each one says which way it costs you.
  • Safety netwhat survives a crash, and what tells you why one happened. Autosave interval, how many backups to keep, save compression, debug logging.

The header line above the tabs is live: brush count, entity count and vertex total for the open level, re-checked on demand.

Next steps