The arena is loaded and frozen. Choose a test length, then press Start Test.
Choose fighters
Player 1
Player 2
Player 3
Player 4
Timed rounds · fighters reset between rounds · unlimited respawns within each round · telemetry continues across the full test.
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PLAY MODE
Map Assets & Barriers
Map: 120×128
Reference image
The reference stays behind every block and custom asset. Turn on Move reference, then drag it directly on the map.
Editor layer visibility
Editor view only. These sliders make overlapping depth planes easier to work on and do not change how the saved map looks in a match.
Map PrefabsReusable groups of blocks and custom assets
Build terrain and scenery from custom assets. Give individual asset squares climb, swim, bounce, boost, or hazard behavior in the Asset Workshop.
Barriers
Blocking map cells. Spawn points are edited separately with the ⚑ Spawn Editor button.
Spawn points
Score victory
When enabled, the first fighter to reach the target on Score Zones wins the match.
Baked lighting
Place static lights in the map. Their radial glow is rasterized once and reused during play—no live shadows or per-frame gradient building.
To change an existing light, choose Edit Light, tap the light on the map, then move Radius or Intensity. These controls only change baked light data, not live shadow calculations.
0 lights
Choose Custom Assets or Barriers below. Direct editing tools live on the left rail; Reference, Layer, map size and view controls live in the top Map Editor bar.
HUD EDITORJoystick
Select a direction pad to rotate its movement/ring orientation for your natural thumb angle.
A larger deadzone ignores more movement near the middle of the joystick and makes accidental down-diagonal slides much harder. Slides also require a deliberate outer-stick push.
0% is completely free 360° basketball aim. Higher values magnetize the angle toward smooth 15° detents without changing SAME / NEXT / FAR radius selection.
The gap is a live joystick warning band: your held direction continues through it, and its click warns that the lane ring is next. It can scale from 2% to 100% of the joystick radius. The first outer band aims to the next layer; the second outer band aims to the farthest layer when one exists.
Drag controls on either human side. Player 1 and Player 2 positions/sizes save independently, and portrait/landscape layouts save separately. Tap a control to select it, then resize with Selected size or its corner handle.
BACKFRONT
PLAYER 2
BACKFRONT
PLAYER 1
CHARACTER WORKSHOP Choose a workspace
CHARACTER EXCHANGEMove fighters between Layerbound and ChatGPT using one text code.
Save the fighter first, then copy this code into chat. You can ask for recolors, new body parts, rig changes, or a completely new fighter in the same format.
Paste a LAYERBOUND_CHARACTER_V1 code returned in chat or exported by another copy of the game.
Saved characters
No custom characters have been saved yet.
Fill paint
Preset swatches still work. Eyedropper copies the full fill style, including gradients.
Shapes
100%
🎞 Animation frames1 / 1
Puppet off · normal bone editing
No limb copied
Root / pelvisTorso / spineHeadLeft arm / wingRight arm / wingLeft leg / rearRight leg / rearTail / custom
Puppet has two posing modes. Whole body pulls through the connected rig and lets the body follow naturally, without the special pelvis/spine/torso anchoring experiment. On touch, one finger can hold one point while a second finger poses another. Limb only keeps the pull inside the selected arm, leg, wing, tail, or branch so sibling limbs and the body/root are not tugged along. A pinned joint is a hard anchor: pin a foot or hand, then pose elsewhere and that joint stays planted until you unpin it. Normal mode remains available by tapping the active Puppet mode again. Tap repeatedly on overlapping artwork to cycle through the limbs underneath. Drag the chosen limb to move it, use the yellow square for precise movement, and use the yellow round handle to rotate it. A stationary left-click on an isolated limb brings it one layer forward; right-clicking artwork sends that limb one layer behind. Use the visible ▲/▼ buttons for exact depth changes. Hand and Foot end joints after elbows and knees are real movable bones. Silhouette keeps full limbs easy to read while posing. Each action has its own saved frame speed, and Animate depth order is stored only on the current frame.