Level Editor

Levels for Sacronauts are written as simple textfiles, all you need to create your own level is a text editor of your choice and some imagination.

How to create a level

  • In Sacronauts, go to the Editor planet and note the directory it shows under the planet.
  • In a separate window open that folder (e.g. in Windows Explorer) or click the open folder button
  • Download this example level file (right-click, save under) and place it into the folder
  • Switch back to Sacronauts, it will automatically detect the new file and show it on the planet. Click on it to start the example level.
  • Now that the level runs you can leave Sacronauts running, switch back to the folder and open the file in a text editor. Add a few letters like r (which will place rocks, see below), save and and switch back to Sacronauts. Click restart to reload the level and you will see the rocks you just placed.
  • Add more stuff. Experiment. Have fun!
  • Also share the level you created with your friends, they just need to place it in their Editor folder to play it

Blocks

Start
Character: s
The spawner portal that will spit out some desperate astronauts. Guess they have just been exploring something and forgot the time, now they gotta run back to da ship! You need at least one of this in the level.

Space Ship
Character: ^
You need one and only one of these in the level. It can fly behind rocks so don’t worry about putting a roof above it. It’s a game after all, not everything has to make sense, right?

Rock
Character: r
A solid rock. Use it as a foundation for a level that will absolutely… rock! You’re gonna be a rock-star using this! Ok, I’m gonna stop now.

Sand
Character: s
Can be destroyed with a explosion closeby. Connected sandblocks will also collapse. Everything falls apart!

Boulder
Character: b
Physics-based block, will fall down if sand under it gets destroyed or if a explosion happens nearby.

Fire
Character: f
Will burn astronauts to a crisp. Please don’t tell me fire doesn’t work in space because it needs oxygen etc. This one is special. It’s space fire.

Monster
Character: m
Will eat astronauts for breakfast. Or whatever time it is on the planet. Maybe brunch.

Jumping Block
Character: j
Astronaut touching this will jump reaaally high. And this is totally not re-using the helmet sprite in a different color.

Teleporter (Blue)
Character: (Exit: 1)
Get from 0 to 1 in no time. Use the characters 0 and 1 somewhere in the level to transport astronauts.

Teleporter (Green)
Character: (Exit: 3)
Same as the blue teleporter, just different color. Use this if you want more than 1 teleporter in a level.

Teleporter (Purple)
Character: (Exit: 5)
See blue and green teleporter. Just another one.

Teleporter (Red)
Character: (Exit: 7)
See blue and green teleporter. Just another one.

Teleporter (Yellow)
Character: (Exit: 9)
See blue and green teleporter. Just another one.

Settings

In the level file, under the letters declaring a block and a divider line like —— you will see some settings. Use those to adjust things like how many astronauts have to reach the ship, what actions are available etc. Level design and these settings go hand in hand, so make sure to adjust both to make an interesting level.

  • World defines how the world looks like. If you do not declare this it will use the standard world. List of available worlds will be released later (Start with “Tutorial” or “Jungle”).
  • MaxActions how many times the player can pause the game. Set to -1 for unlimited.
  • Astronauts list of astronauts to be spawned. Every astronaut is a {} and they are separated by commas. If you want more astronauts, just add more {} in here.
    • Note: If you have more than one spawner portal it will evenly spawn the astronauts out of the spawners.
    • Another note: FYI, in later versions of the game you can adjust individual astronauts by setting addition properties inside of {}.
  • RequiredAstronauts how many astronauts have to reach the ship to consider the level won and the ship will start.
  • ShipStart When the ship starts, in seconds. Set this to a high value first during level design and adjust it according to your test runs later.
  • more to come…