Pixels per square sets how sharp the PNG export and the pushed VTT image are - bigger is crisper and heavier. The map itself never moves.
R drag to draw a room P polygon room T corridor E texture brush ([ ] size) B build / carve Ctrl+Z undo D doors on walls L lights on floor N number the rooms A props (searchable library) S select, move, delete
scroll pans up and down · Ctrl+scroll pans sideways · Alt+scroll zooms · middle-drag or arrow keys pan too (Shift = faster) · +− zoom · F fit · G grid · ? this card
right-click or Esc backs out of anything, then returns to Select · Ctrl+drag selects TILES - Ctrl+drag inside the window tears them free to move
📦 PROPS
Pick one, then click the map - anywhere, any angle, any size. Shift+scroll rotates, Ctrl+Shift+scroll sizes, hold Ctrl to snap.
🕯 LIGHT
📦 PROP
Drag a corner handle to resize (aspect held) - hold Shift while dragging to stretch free. Overlapping props stack like paper - forward/back moves this one through the pile. Shortcuts: Shift+scroll turns · Ctrl+Shift+scroll resizes · Ctrl+[ / Ctrl+] restack.
🖌 BRUSH
[ and ] also resize · paint on floor to retexture it, paint into the dark to lay new floor · Esc cancels a stroke
🧱 FLOOR
Pick a tile to arm the brush - rooms and corridors you draw from now on wear it; the floor you already have keeps its own. To retexture existing rooms, select them first, then pick. Exports and pushed maps bake it all.
⚔ Push to the VTT
⚠ If this world is open in /play right now, close or refresh that tab first - it holds its own copy and would overwrite the new scene.