From the
HexAtlas workbench.
Product changes and honest notes from The NerdyGentleman. Newest notes first.
November 2026 · New plans, towns you draw, interiors & one continuous map
Draw the town first.
Then walk every room.
- Everything is free except cloud and the Holiday Styles. Every zoom level, the Classic, Old-School and Old-School B&W styles, layers, custom terrain, settlements, dungeons, solar systems, every export including whole-world Foundry packages, and the Foundry module, with your maps saved in your browser. Cloud Membership ($3.99/month through Patreon) adds cloud saving and sync, player sharing with fog of war, Foundry cloud worlds, and the Painted and Low Poly styles while you are subscribed; those styles also come on their own with the $1.99 Holiday Styles bundle. Free & Cloud Membership.
- If you saved cloud maps on a free account, they stay yours: open, download or delete them at any time, and edit them in the cloud again with Cloud Membership. Maps in your browser are never affected.
- Draw the settlement outline before it generates. Sketch the town, its districts and its blocks, see how many buildings that makes, then edit any of them later. HexAtlas asks before replacing anything you placed yourself.
- Interiors, rebuilt. Each room gets its own floor, plans are seeded per building, doors and windows follow the walls, and storeys and cellars depend on what the building is for and how big it is. City buildings get real interiors, and every home has beds, even on the smallest lots.
- Low Poly in real 3D. Battlemap roofs stand up off the ground and fade when a token walks beneath them. Furniture, trees, props, fields, pens and farm buildings are lit 3D renders. Round huts get true round roofs, and towers and mills get their own roofs, in every style.
- Drawn scenery on every battlemap. In Classic, Old-School and Old-School B&W, the trees, rocks, walls, gates, bridges, fields, wells, market stalls, palms, reeds and shrubs around a town are drawn art in each style, and autumn, dead, willow and snowy trees keep their look.
- Roofs that fit the building. Every roof is built from its building’s own outline, so L-shaped, cut-corner and courtyard houses get proper roofs, and thatch sits steeper than slate or tile.
- Old-School in colour. Sepia ink over colour washes. Old-School B&W stays paper and ink. Painted maps are pointy-top wherever you open them, and so are new Low Poly maps; Low Poly maps you saved flat stay flat.
- One continuous map. Galaxy, system, planet, world, settlement, battlemap and room open as one zoom: the wheel opens whatever is under the cursor, the first frame of each crossing draws at once with no loading card, and the next level warms up before you reach it. Battlemaps stream their roofs and surroundings, so panning a big town stays smooth, and undo, redo and opening a big map stay quick on low-end devices.
- Try a sample world from the homepage before you build your own. Image exports now carry a small “Made with HexAtlas” mark in the corner; untick it in the image export dialog to leave it off. Foundry and JSON exports never have it.
- Bigger cloud maps and fuller share links. Maps over 16,000 hexes save to the cloud in pieces, and player share links now include whole settlement maps.
- Foundry module 5.5 and cloud worlds. Solar systems and galaxies export as hex scenes, and placement is fixed in Foundry 14. With Cloud Membership you can publish a whole world as a Foundry cloud world: Foundry loads each map the first time the party enters it. A cloud world is the full GM export, GM-only records included, so keep its connection file private. Every Foundry file export stays free. Install the module.
October 2026 · Interiors, solar systems, giant maps & the free editor
Towns you can walk into.
Worlds that stay fast.
- The whole editor is free. Every zoom level, all four styles, layers, custom terrain, settlements, dungeons and solar systems, with local saves and ten cloud maps on a free account. Pro ($5/month through Patreon) is unlimited cloud maps, player sharing with fog of war, and Foundry export. Free & Pro.
- Buildings have insides. Zoom into a settlement building and you are on its floor: nine kinds of building (homes, taverns, shops, workshops, castles, barracks and more), furnished to fit their footprints, with stairs, basements, doors and windows, in all four art styles. On a local map the whole town is one continuous battlemap: paint across the street and into the next house. Getting started.
- Seeded generation. Dungeons, interiors and settlement detail come from one seeded engine, so a map is the same every time it opens and a save only stores what you changed. Generation runs in the background and stays smooth on low-end devices.
- Giant maps. A tile pyramid and a device cache for world terrain: no multi-second freezes zooming into a 250,000-hex world, and an overview with no more horizontal banding in Low Poly.
- Solar systems inside the editor. Systems are ordinary maps: edit bodies in the sidebar, add worlds to a system, double-click a planet to open it, with space art per style. How systems work.
- Export everything. Image, JSON and Foundry exports work on worlds, settlements, dungeons and solar systems. Foundry packages carry dungeon walls and doors as real Wall documents; solar systems need module 5.3, which Foundry now installs from a manifest URL. Exporting to Foundry.
- Settlement view rebuilt. Biome-aware ground, instant forests, landforms at a believable scale, Low Poly buildings that fill their lots.
- Sharper and safer. Compendium entries render images, links and formatted text again; every control works from the keyboard; pages run under a strict content security policy; shared maps are projected on the server so player links never carry hidden content.
- Style names: the sculpted 3D style is now Low Poly and the painterly style is Painted; Classic and Old-School keep their names. The Minecraft export is gone; JSON and image export stay free.
Old-style share links (the long UUID ones) now open as the player view. Make a new link from Share if players should see the full map.
September 8, 2026 · Homepage & editor update
A clearer welcome. A consistent Pro plan.
- Free and HexAtlas Pro now share the same plan definition across the homepage, editor, and help page.
- A first-map guide offers a small editable region without replacing existing maps.
- Save labels distinguish local browser storage from cloud sync. Save failures remain visible.
- Optional, content-free usage counters are prepared to measure the first-map and upgrade journeys.
Same price. More polish.
HexAtlas Pro remains $5/month through Patreon. Existing qualifying memberships keep their Pro access. The Gentleman’s Lounge remains the wider creator-community direction.
Sharper maps at every scale.
Restored Painted artwork and local toolbar icons, corrected style-dependent zoom caches and overview colors, and reduced repeated work during zoom gestures. Switching styles now invalidates stale cached artwork.
Still being verified.
Artwork licensing questions remain documented on the credits page. A recorded walkthrough and permission-backed customer examples are future work. Player-view filtering is for presentation, not protection of private map data.