Eldiron is a cross-platform creator for classic role-playing-games (RPGs). It's main aim is to create games similar to the RPGs of the 80's and 90's but with modern features as well as support for single and multi-player experiences.

Eldiron consists of Eldiron Creator, a desktop application available for macOS, Windows and Linux, and various clients (and a server) which will run the created games on nearly any device.

Eldiron v1.0 is under active development and scheduled for Q1 2023. V1 will be able to create games similar to Ultima 4 and 5 with 3D retro regions and dungeons scheduled for v1.5.

Later goals are support for more perspectives (like isometric) and much more.

Eldiron is open source (licensed under the MIT) and 100% free to use.


Installing from source

Eldiron is written in Rust, to run it you have to install Rust and its package manager cargo. Please follow the instructions on this page.

After you successfully installed Rust, clone the repository (or download the source via a .zip file), open a terminal, navigate to the Eldiron directory and start Eldiron Creator with cargo run --release.


Once Eldiron is in pre-release it will be available on its Steam page.


Eldiron Creator stores it's game projects in the Eldiron directory in your desktops Documents directory. When first started Eldiron will ask for the name of your first game project (the default name is New Game) and create the project with the default starter content.

When Eldiron is not running, you can rename game folders to change the name of the game, delete or copy game folders.

The design goal for Eldiron projects was to make sharing of game content between games as easy as possible. Most game components are saved in individual files to allow sharing them with others. Each section of this book will mention where the corresponding game data is saved.

Game projects consists of two directories: assets and game.

Assets Directory

The assets directory contains all static data of the game.

  • The audio directory contains all audio assets of your game. Only WAV files are currently supported.

  • The fonts directory contains all fonts used by the game, to install new fonts just copy new fonts into this directory and on the next restart of Eldiron they will show up in the relevant font selectors.

  • The tilemaps directory contains all tile-maps. Tile-maps are PNG images which contain game tiles. Copy new images into this folder and they will show up in the Tiles view upon restart. Eldiron will create .json files for each tile-map which include the user defined meta data for the tiles.

The name of each file represents the in-game name of the represented entity. For example you can just rename a character file to rename the character itself. Eldiron will perform the same action when asked to rename a character.

Game Directory

The game directory contains all user created data for the game, such as regions (drawn via tiles in the region editor) or character behavior graphs.

Each folder name represents the type of game content it contains and matches the user interface sections in Eldiron and in this book (i.e. regions, characters, systems and items) with the game behavior located directly in the game directory.

You can share individual files with others, but there are some dependencies you have to be aware of:

  • Region files need the tile-maps used to draw the region in the assets/tilemaps directory.

  • Systems behavior files may be dependent on variables defined in the characters which invoke them.

Node Graphs & Scripting in Eldiron


Node graphs in Eldiron are a mix between nodes and scripting and try to combine the best of both worlds. The overall flow of execution is defined via nodes, while parameters of nodes are expressions or scripts which can be as complex as needed.

This has the advantage that you can easily visualize the overall flow of execution in a graph while adding details to behavior via node parameters which do not clutter up the node graph.

For example in the above screenshot the Go Raiding behavior tree executes the Pathfinding node which guides the character to a certain position or area in a region.

While the pathfinding is ongoing, i.e. the character did not reach its destination yet, the node connected to the terminal on the right side of the pathfinder node is executed. If the character successfully reached its destination the green OK terminal at the bottom of the pathfinding node is executed, if an error occured, for example the way to the destination is blocked for a longer period of time, the red ERROR terminal at the bottom of the pathfinding node is executed.

The Speed property of the pathfinding node is a number expression between 1 (the slowest) and 10 (the fastest, which is one movement per game tick).

You could just set the expression to

fn main() {

as the speed.

Or as we do in the above screenshot you could set it to

fn main() {
9 - d2

which is 9 minus a dice throw of 2 (a random number of one or two) which gives a bit of a random speed, as this expression is evaluated for every movement the speed varies while the character is walking from tile to tile.

Or if things get more complex you could check if the character is on horseback or not or which usage role the current tile the characer is standing on has (for making the character walk slower in forests or hills).

To understand node graphs please read about behavior trees, control flow and the scripting subsystem.

Behavior Trees

Every node graph in Eldiron (except area nodes which are more simple) utilizes behavior trees to break up the overall behavior into smaller, easily understandable chunks.

A behavior tree is just a node with several terminals at the bottom which get executed from left to right. You typically rename the behavior tree to indicate what behavior the tree is executing, for example Go Raiding, or Talk and Combat.

Every behavior tree node has an Execute property which indicates when the tree is executed:

  • Always. The behavior tree is always executed if the graph is not locked.
  • On Startup. The behavior tree is only executed once when the graph is created.
  • On Target. The behavior tree is executed when somebody is targetting (i.e. interacting) with the character. You can than decide to lock a certain tree which handles the given situation (combat, having a talk or selling something) and unlock the tree when the situation is handled and normal behavior is resumed.

Behavior trees perform the AI for non-player-characters (NPCs) and connect input commands from the Player character to the right player action (see the characters section).

All behavior trees in a graph are listed as tabs at the top of the graph. Select the given behavior to edit it.


When you debug a game, the graph will visualize which node connections are being executed by coloring executed connections in orange.

User Interface of Eldiron Creator

Eldiron Creator has two main toolbars.

The Control Toolbar

The top one is called the control toolbar and has these functions:

  • Undo / Redo. The undo / redo state depends on the current view. Not all views have undo support.
  • Project Switch. You can switch through your current game projects by clicking the < > arrows.
  • Help. Opens this book on the currently displayed view section.
  • Play. Plays the game.
  • Debug. Debugs the game. This is mostly useful in the Region, Character and System views as you can visually see the node connections which are currently executed. Also you can monitor the variables in the Characters view as they always reflect the in-game state.

The View Toolbar

You can select the current view in the view toolbar (Assets, Regions, Characters, Systems, Items and Game). All views have two states, an overview state which shows all elements in an overview (activated by pressing the left part of the view button) and the detail state which shows an editor for the currently selected element (activated by pressing the right part of the button).

All views also have keyboard shortcuts between '1' to '7'.

To the left of the view buttons is also an element switch, you can use its < > buttons to switch through all available elements in the current view (or use the tab key to cycle through the currently visible elements).

Assets View: Overview

In the assets overview you can add to and edit the assets of your game.

The assets overview displays a node for each asset present in the assets directory.

Assets currently are:

  • Audio files.

  • Tile-maps. The icon displayed for the node is the tile set as default tile in the details view. You can set the grid size of the tile-map (the size of the square tiles in the tile-map) by clicking on the Grid Size property of the node.

You can edit the details for a given asset by clicking the preview thumbnail of the asset node you want to edit.

Details: Tile-maps

The tile-maps details view lets you assign meta-data for each tile in the tile-map. This is an important step as Eldiron needs to know how each tile is supposed to be used in-game.

You can click on a tile to select it (or multi-select tiles by clicking and dragging the mouse over a range of tiles).

The most important step is to give each tile a usage role, this can be one of:

  • Unused - This tile is ignored and will not be shown in the region editor.
  • Environment - This is the default tile type for any kind of non blocking terrain. Use it for grass, floors etc.
  • Road - Same as Environment but the AI in the Pathfinder node will prefer road tiles over environment tiles.
  • Blocking - Every Environment tile which is not accessible to the player, like rocks, mountains, walls etc.
  • Character - Character tiles, like animation tiles for a warrior.
  • Utility - Utility character tiles. Like a ship or a horse.
  • Water - Water tiles. Tiles where a ship can go.
  • Effect - Effect tiles, like an explosion.
  • Icon - In game icons for inventories etc (swords, armor etc.).
  • UI Element - UI elements for screens and widgets.

When you click the Enter Tags button you can assign command separated tags to a tile, like cupboard or waterfall. Tags are always lower case. Tags can be used to quickly find tiles or to auto-convert regions to different tile-maps (not yet implemented).

By clicking the Set Anim button you create an animation for the first tile in the selected range. The other tiles will be set to Unused by default.

The Clear Anim button will remove an animation sequence form the currently selected tile.

The Set Default button will set the currently selected tile as the default tile of the tile-map, it will be shown as the tile-map thumbnail in the overview.

Regions View: Overview

Regions Overview

Regions in Eldiron can be towns, dungeons, the world itself, i.e. anywhere the characters can go. You can paint regions with the tiles you defined in the assets view. The behavior of tiles depends on the properties you set for the tiles in the tile-map details view.

If you want to create a new region you can simply drag and drop the Regions item on the left into the overview. You can rename and delete regions using the context menu of each region node (located in the upper right of each node).

Opening the region details is as simple as clicking the preview thumbnail of the region node you want to edit.

Region Details View

The details view has different modes which allow you to edit different aspects of a region:

  • Draw Tiles. The drawing mode. Hotkey: 'D'.
  • Edit Areas. Define areas and edit their behavior. Hotkey: 'E'.
  • Characters. Place character instances in the region. Hotkey: 'C'.
  • Settings. Edit the settings of the region. Hotkey: 'S'.

You can select the mode by clicking on the mode widget (which has a redish color) or by pressing the hotkey of a mode.

Drawing Tiles

Regions Draw Tiles

In the bottom of the view you have the tile selector. The tiles being shown depend on the currently selected valid usage role, which is one of Environment, Road, Blocking, Water and UI Element.

You can filter which tiles do show by:

  • Cycling throw the tile-maps using the button at the top of the left sidebar (All shows the tiles of all tile-maps which is the default).
  • Entering a tag, for example door, would only show tiles with a door tag.

While drawing you can select which layer to draw on, Eldiron supports 4 layers of transparency, with layer one having the lowest transparency level and four the highest.

The Remap buttons remaps all tiles in the region. This is necessary because the usage role of the tile is saved in the region itself. If you change the role of a tile in the assets view, for example from an environment tile to a blocking tile, you need to remap the region to update the role of the tile.

While the the Clear button is checked Eldiron clears the clicked tile instead of drawing on it. The Pick button selects the tile at the currently clicked location so you can use it for drawing. The cleanr pick buttons of keyboard shortcuts of C and P.

Edit Areas

Regions Draw Tiles

Areas are a group of tiles in a region which share common behavior. For example they may teleport the character entering it to a certain location, set a trap, open a door or send a message if you are near a sign. Apart from assigning behavior itself, areas can also be used from character nodes to go to a certain area or walk along a path defined by the area tiles. And lastly they can also modify the visual appearance of a tile, like for example emitting light.

You can cycle through the areas in your region by using the button next to the red Edit Areas button. Pressing the Add Area button will create an empty new area (that means no tiles are assigned to this area yet). You can Delete and Rename areas by pressing the respective button.

Clicking on a tile in the region will add the tile to the current area if the Add Tile mode is active, if it is set to Remove the tile will be removed from the area and if it is set to Pick it will select the area the clicked tile belongs to.

Behavior Nodes

To add behavior to an area just drop nodes from the left sidebar into the graph below the region view. Area nodes work a bit different than other nodes in Eldiron. They do not utilize behavior trees but rather use nodes which query the current occupation state of an area, for example if the player (or another character) just entered or exited the area. These nodes have a green color. You can add multiple green nodes to an area and connect area behavior to them.


Regions Draw Tiles

When in the character mode, clicking on a tile in the region will create an instance of the currently selected character at the tile. You can select the characters in the character view below the region.

Characters are added if Add Instance is active, if Remove is active the clicked instance of a character is removed.

Missing features for v1.0:

  • Name character instances.
  • Optionally call a character script function on initialization (to set random character attributes or level).
  • Define which character instance is the debug instance which is shown in the character view.


Regions Draw Tiles

In the settings you can tune many region specific settings.

  • background. A hex color used as the background color of the region while drawing. Default is *#000000#, i.e. black.

Missing features:

  • A lot

Characters View: Overview


The characters view allows you to define characters, or character templates for non-player-characters. It utilizes nodegraphs and behavior trees to implement character AI. Please read these chapters first.

A special case is the Player character which does not implement AI but defines how input commands are mapped into behavior actions. The player character is always the first character in the overview and cannot be deleted.

To create a new character drag and drop the character item from the left sidebar into the overview. You can rename and delete characters via the nodes context menu. Click on the node thumbnail to open the characters detail view.

Characters View: Detail View


Non-Player Characters



Player Character


Player based characters map their behavior tree names to actions send from screen scripts. They basically define what todo for every user based action.

For some of these actions there are specific nodes available which handle the given action, like the Move, Take or Drop nodes. These nodes perform the action and return success or false, depending on the outcome.

The screenshot above shows an example for the Move command.

For all other actions please use the Action node, for example for Look or Use. The action node searches for a region, item or character with an behavior tree of the same name and execute that tree.

As the actions send from the screen scripts are user defined, you can easily map any action command to the behavior trees / actions of the same name, allowing a very easy and modular way to build up custom character behavior.

Special Message Shortcuts

  • ${DIRECTION} is the shortcut for the direction of the user initiated action. In the above screenshot we use it to send back "Move ${Direction}" or "Move ${Direction} - Blocked" messages back to the user.

  • ${SUBJECT} is the subject of the action. For take and drop actions it is the name of the item we take or drop. For example you can send something like this back to the user on success on the take action: "You take: ${SUBJECT}.".

Systems View: Overview

Systems are node graphs which characters can invoke to perform certain kind of behavior, like combat or crafting or any other kind of action.

Systems make it possible to have a modular set of graphs which can be invoked at any time from any character. Internally they work the same as character graphs.

Items View: Overview

Items Overview

The items view allows you to create in-game items. Just drag and drop the Item from the list into the graph to create a new in-game item.

As always, click on the preview area to open the detail view.

Items View: Details

Items Overview

The item details view adds behavior to your items utilizing nodegraphs and behavior trees.

When a character performs an action on an item or a direction, let's say a "Look" action, the behavior tree of the same name in the item is executed. You can use this to send messages back to the user ("You see a burning torch"), ignite your torch using the Light node and execute more complex scripts if your item has state.

In the top left corner you have a permanent node which displays basic settings for the item: The default tile of the item and the item settings.

Item State

Item State

If you set the item state to true in the item setting you can use scripts and expressions in your items as they have their own variable scopes.

In the above screenshot we have a Startup behavior tree which sets a "is_burning" boolean variable. This is the state of the torch, and we can use this state in the "Look" tree to send the appropriate message back to the user ("You see a torch. Use it to ignite it." or "You see a burning torch."). In the same way you can switch the state in the "Use" tree and adjust the tile for the item and it's light source settings.

Item Settings

In the item settings you can define basic properties of your item.

fn main() {
// Type of the item, either "Weapon", "Gear" or "Tool"
item_type = "Tool"

The item typpe defines the role of the item, "Gear" and "Weapons" can be placed in the appropriate UI slots, everything else is a "Tool".

fn main() {
// true if the item should have it's own state (variables).
state = true

If the item has state, it has it's own variable scope, see item state.

fn main() {
// Value greater than 1 if item should be stackable. Only for items without state.
stackable = 1

Your item is stackable if this value is greater than 1. Stackable items cannot have a state and are meant for basic inventory for crafting.

fn main() {
// True if the item is static, i.e. cannot be picked up (campfire etc.).
static = true

If you set the item to static, it cannot be picked up by the user. Imagine a campfire for example. Static items are a great way to add interactivity to the environment. Note that static items and areas have overlapping features. Using static items has the advantage that you can just simply instantiate items as many times as you like, whereas placing tiles and defining areas and behavior for them takes a bit more time and effort (but allows for more customized behavior).

Game View

Game View

The game view graph handles the overall game logic, which, in an RPG, basically means what is the visible content of the game right now.

The game nodegraph works the same as other graphs by utilizing behavior trees.

The visible content of the game is handled by screen nodes and their scripts.

The game view works differently than the other views in that it does not have a detail view, as there is only one game graph. Instead the detail button will show the game settings which define global game properties.

Screen nodes and their screen scripts play an important role as they draw the content of your game as well as define user interaction. You can read more about screen scripts in the reference here.

Game Settings

The game settings define global poperties for your game. Here is a list of all supported properties.

fn main() {
// The screen size of the game window.
screen_size = 1024, 608

// The default square tile size when drawing game content.
square_tile_size = 32


Scripting is an important building block for many tasks in Eldiron.

It provides the foundation of the node system and with screen scripts you define both the visible content of your game as well as the user interaction.

The scripting engine in Eldiron uses Rhai, a Rust based, easy-to-use yet powerful scripting language. Please see the Rhai Book for furher information on Rhai and it's syntax.

Screen Scripts

Screen scripts define the visible content of your game as well as the player interaction. Screen scripts are part of screen nodes in the game view.

Screen scripts consists of several functions which will be called by Eldiron for various tasks:


fn main() {
fn init() {
    // Initialize your screen script here. "this" is the global context.

    // this.width and this.height are set by default to the game settings screen_size.
    // Default is 1024 x 608.

    // this.tile_size is set to the game settings def_square_tile_size value.
    // Default is 32. Change it here for custom tile sizes.
    this.my_var = 5;

fn draw() {
    // Draw the content of the screen

fn key_down(key) {
    // Key press event
    if key == "w" {
        // Do something

fn touch_down(x, y) {
    // The mouse has been pressed or a touch event occured at the specified coords.

The sub-chapters discuss all of Eldiron's script functions available to you in screen scripts.