Rage Runner Level Editor

Basic Controls

When there aren't any objects selected, the following keys are used to move the camera:
WASD - Move Camera
Space/C - Move camera up/down
R/T - Toggle between rotate and translate mode

When 1 or more objects are selected, those same keys are used to translate/rotate the selected object(s).

Left Click - Select Object (You can select multiple objects)
Right Click - Deselect all objects

Mouse Wheel - Scale selected object(s)
Tab - Duplicate selected object(s)
X - Delete selected object(s)
ESC - Exit testing mode, exit collectible dispensing mode
F - Try the level from the current position
E - Toggle mouse look mode

Mouse Look

Mouse look can be quickly toggled with the (E) key. Mouse look allows you to toggle a mode that is similar to a 1st person shooter. This is meant to help get a better angle to select and build obstacles. While in mouse look mode, you cannot select objects.

Grid Snap

Grid snap allows you to easily move objects by snapping them to a grid. The default value is none, which means there is no snapping.

The first increment is "Self", this means that when an object is moved, it will move in increments of its own dimensions. This is useful if you want to make a pattern based on a single object and have it aligned perfectly.

The remaining grid snap numbers are integers from 1-99. These represent trenches and only effect the Z (depth) value of the object translation. This is used to quickly populate items at a specific spacing. An example would be:

  1. Set grid snap to 1
  2. Select an object
  3. Duplicate object (TAB)
  4. Move it one trench forward (W)
  5. Repeat 3 several times


Prefabs are a powerful feature that let you save an existing set of obstacles and append those obstacles to the end of your current level.

The typical workflow that we use for making levels is to make about a dozen prefabs and then use those to populate a new level.

Anything you save can be used as a prefab. There is 1 non-obvious prefab feature that is very powerful. If you make a prefab that does not contain any trenches, when that prefab is loaded, all of the obstacles contained in it will be pre-selected. This feature allows you to create interesting obstacles that can then be easily scaled and rotated on import to add interest to your level.

Tip: If you plan on using an existing level as a prefab, you should un-finalize it before loading it in as a prefab.


When you finalize a level, it adds the final trench. Without the final trench at the end of a level, the level cannot be completed. You're free not to finalize a level, it's just that the player will be flying through empty space until the timer expires... this may or may not be fun.

Once you finalize, you need to set the time for the level. The sync button will set the time to the "estimated time". The estimated time is the amount of time it would take to fly through all the trenches without any afterburners. This can be used as a good starting point for your time estimate.

To un-finalize a level, simply remove a trench with the red Trench button.


You can create collectibles by hand similar to the way you create obstacles or you can use the dispense feature. The dispense feature is found in the options menu and allows you to fly the ship from the current location as a means of distributing collectibles.