Glossary
Definitions of the terms used throughout the Vastopia editor, dashboard and documentation, grouped by area and linked to the page that explains each one.
12 min read
How to use this page#
Terms are grouped by the part of the platform they belong to. Each entry gives the short definition and, where one exists, the page that goes deeper. Bold words inside a definition are other glossary entries.
Platform and accounts#
| Term | Meaning |
|---|---|
| Vastopia Editor | The Windows desktop application you build games in. It reads and writes a project folder and uploads builds. See Install the editor. |
| Game server | The authoritative C# (.NET 8) server that runs your game's rules: combat, inventory, drops, dialogue, scripts. The platform hosts it; you ship it data, not code. |
| Client | The Vastopia application players install. It opens on the launcher and then loads your game's content. The editor downloads a portable copy for Play Local. |
| Launcher | The client's first screen: the Discover game browser, social features, sign-in, and the Join a Beta field. |
| Discover | The game browser inside the client launcher. The website's public equivalent is the Explore page. |
| Creator Dashboard | The web app at /dashboard where builds arrive and games are launched, updated, monitored and billed. See Creator Dashboard. |
| Game ID | The UUID that ties a project to a game on the platform. Generated by the New Project wizard, stored in project.vastopia under [platform] game_id, registered with the platform when the project is opened while signed in. |
| API key | A token created on the dashboard under Account > API Keys that the editor can sign in with instead of the browser flow. See API keys and REST API. |
| MCP | The Model Context Protocol. The Vastopia MCP server exposes the editor's authoring operations as tools an AI agent can call, with or without the editor open. See AI-Accelerated Creation. |
| Source checkout | A local clone of the Vastopia-Server or Vastopia-Client repository, configured under Settings > Editor Settings... > Source Checkouts. Only needed for Dev Test. |
Projects and files#
| Term | Meaning |
|---|---|
| Project | One game as a folder on disk: assets/ (client side), server/ (server side), game_config.json and project.vastopia. There is no database. See Project structure. |
project.vastopia | The project descriptor, an INI file with [project], [paths], [game], [platform], [systems], [server] and [client] sections. |
game_config.json | Game metadata that ships with every build: title, version, description, genre, tags, the starting map and the spawn tile. The starting map and spawn tile are set on the Game Settings tab. See Game config. |
| Template | A zipped project skeleton a new game starts from. Three bundled starters ship with the editor (Arena, Quest, MMO), one per category; more can be published to the platform catalog. See Templates and gameplay systems. |
| Category | The genre a template declares: Diversion, Quest or MMO. Picking one is required in the New Project wizard. |
| Gameplay system | A named bundle of server modules, scripts, schemas, data, interfaces and tabs (Combat, Dialogue, Shops, Crafting, and so on). Switching a system off deletes its files from the project; some are also enforced by the server through server/data/systems.json. |
| Dual export | The rule that most content is written to both assets/data/ (what things look like) and server/data/ (what things do), sharing the same ID. The editors keep both sides in sync. See Data Editor. |
| Client data | The half of an entity the client needs: names, models, icons, animations. |
| Server data | The half the server needs: stats, drops, prices, spawn positions, collision, scripts. |
| Cloud project sync | A copy of the project source saved to the platform per game, latest wins, so it can be downloaded on another machine. Saved automatically after a successful publish. See Cloud project sync. |
| Dirty marker | The * appended to a tab title when it holds unsaved changes. Ctrl+S saves. See Editor tour. |
.export_cache | A per-project folder where converted model scenes are cached for both the editor and the publish. Never packed into a build. |
Maps#
| Term | Meaning |
|---|---|
| Map | A playable area saved as assets/maps/<name>/: a terrain scene, region data, props, walkability and water settings. See Map files and export. |
| Tile | The unit of game-logic space. One tile is 0.5 world units on each axis; tile coordinates are integers on X and Z. See Coordinate system. |
| Region | A 64 by 64 tile cell of the map grid. Only tiles inside active regions are walkable. New cells are added with the Add Region tool (G) in the Map Editor's Terrain mode. |
| Terrain | The sculpted, painted ground, edited in the Map Editor's Terrain mode. See Terrain. |
| Height layer | An elevated floor above the terrain (a bridge, an upper storey) with its own height offset and per-tile offsets. Objects and NPCs can be placed on a layer. See Height layers. |
| Region element | Any gameplay entity placed on a map in the Map Editor's Region mode: an NPC spawner, an interactable object, a location or a trigger zone. Stored in the map's regions.json. See Regions and elements. |
| NPC spawner | A region element that spawns an NPC definition at a point with a behavior: idle, wander or patrol. |
| Interactable object | A region element that places an object definition on the map. Its footprint (tile_width by tile_depth) always comes from the object definition, never from the map. |
| Location | A named area of tiles with optional environment overrides such as fog. |
| Trigger zone | An area that runs a server script when a player enters, exits or stays inside it (on_enter, on_exit, on_stay). |
| Walkability flags | Per-tile blocking information, stored in tile_flags.json and exported to the server's terrain file. |
| Prop | A decorative model placed in the Map Editor with no gameplay meaning: trees, rocks, fences. Stored in props.bin. See Props and model painting. |
| Painted meshes | Props laid down in bulk with the paint tool as batched copies. They always re-seat on the terrain when the ground under them changes. |
| Fixed / Align to Slope | Per-prop placement options: Fixed stops a prop from re-seating when the terrain is edited; Align to Slope tilts it to the surface normal instead of standing upright. Stored in the props_meta.json sidecar. |
| Building prefab | A reusable structure assembled in the Building Editor on a plot (width by depth tiles, plus floors), saved in building_prefabs.json and stamped onto maps from the Map Editor's Prefabs tab. See Building prefabs. |
| Starting map | The map and spawn coordinates a new player appears on, set on the Game Settings tab. |
Content and data#
| Term | Meaning |
|---|---|
| Item | A definition in items.json (both sides): name, icon, model, equip slot, stats and effects. See Items. |
| NPC | A non-player character definition: model, animations, combat stats, options and drops. Placed on maps through NPC spawners. See NPCs. |
| Object | A world object definition with a model, a tile footprint and interaction options. See Objects. |
| Animation base | A named rig (skeleton) that animation clips are retargeted to. NPCs reference a base plus per-base clip IDs; template projects ship a humanoid base. See Animations. |
| VFX | A visual effect saved as a self-contained scene under assets/vfx/ and listed in vfx_database.json. See VFX. |
| Loot table (drop table) | The rules for what an NPC, item, object or miscellaneous source drops, and with what chance. See Loot tables. |
| Skill | A trainable stat with an XP curve defined in skills_config.json; the client draws the skills panel from it. See Skills. |
| Shop, Recipe, Task, Dialogue | Schema-backed content authored in the Tools hub and stored under server/schemas/. See Game Tools. |
| Interface | A 2D screen scene under assets/interface/screens/, edited in the GUI Editor. See Interfaces and HUD. |
| Tab bar | The two rows of up to six tabs in the client's game screen, configured in tab_config.json. See Tabs. |
| Stat orb | A HUD pill bound to a stat, configured in map_area_config.json. See Game screen and HUD. |
| ID | Items, NPCs, objects and region elements are identified by numeric IDs that the editor and MCP allocate. Never invent one. |
Scripting#
| Term | Meaning |
|---|---|
| Script | A C# file in server/scripts/ that runs on the game server for one entity or event: an item handler, an NPC combat script, a command, a task. See Scripting. |
| Module | A long-lived server system in server/modules/ that subscribes to engine events and holds shared state. Scripts call modules directly; a module declared as ModuleBase<TSelf> also exposes a typed Instance. |
| Command | A player chat command such as ::anim 1, implemented as an ICommandScript. See Commands. |
| Script categories | The Script Editor's folders: Commands, Events, Systems and Utilities. See Script Editor. |
| Schema | A pair of JSON files under server/schemas/<Category>/<name>/: <name>.json declares the table and its fields, <name>_data.json holds the rows. The server loads them as data tables and the editor uses them for autocomplete and table editing. |
| Script bindings | The mapping from item, NPC, combat and object IDs to script files, written alongside each entity's script_path. |
| Compile-per-file | Each script file compiles on its own, so a helper declared in one script is not visible to another; shared logic belongs in a module. |
| Script API | The surface scripts can call (ScriptWorld, npc., obj. and so on), described by script_api.json for autocomplete. See Script API reference. |
Testing and publishing#
| Term | Meaning |
|---|---|
| Play Local | The top-bar button that deploys your server data to a temporary test server on the platform, builds the client content on your machine and launches the client logged in as you. See Test your game. |
| Test server | The per-game server the platform runs for Play Local. The editor boots it when a project opens and keeps it warm while you edit. |
| Dev Test / Dev Client | Developer-only buttons that compile and run the server from a source checkout on your machine and launch the client from source. Hidden in the installed editor. |
| Play Live | Launches the client against your launched production game. Enabled only once a version is deployed. |
| Build | What the editor uploads: a content PCK, a server data zip, game_config.json and a build manifest. Builds sit on the dashboard with a status until one is promoted. See Builds and versions. |
| PCK | The packed file of client content (maps, models, icons, interfaces, client data) that players download before they play. Play Local may split it into per-category packs. |
| Server data zip | The archive of server/data, server/modules, server/scripts and server/schemas that travels with every build and every Play Local press. |
| Build manifest | A small JSON summary of what a build contains (map and entity counts, per-pack file lists) used by the dashboard. |
| Incremental (bundles) | An opt-in publish mode that uploads only content-addressed bundles that changed since the last publish. Needs client v1.7.0 or newer. |
| Build status | Ready (pushed, not deployed), Live, Beta, Staged, Superseded, Archived, Uploading, Failed or Deleted, as shown on the dashboard's Builds page. |
| Version | A build that has been promoted to the live server. Labels run v1, v2, v3 for full updates and v2.1, v2.2 for patches. |
| Update (Reload completely) | Promoting a build as a new major version, optionally with an update post. |
| Patch (Hotfix) | Promoting a build as a quick fix that increments the patch number and takes an optional one-line note. |
| Update post | The title and release notes published with an update; drafts can be saved and attached later. See Updates, patches and rollback. |
| Rollback | Pushing an older build back to the live server. The dashboard warns when the selected build is outdated. |
| Beta build | A build deployed to the platform's shared beta server and shared with up to 10 testers through a beta code. See Beta access. |
| Beta code | The share code in the form MYGAME-AB12CD34 that testers paste into the launcher's Join a Beta field. |
| Launch | The dashboard wizard that takes a game from development to production: build, details, content rating and monetization, hosting plan and region, schedule, confirm. See Launch and hosting. |
Dashboard and hosting#
| Term | Meaning |
|---|---|
| Your games | The section on the dashboard's Home page listing every game on your account with its state: Live, Offline, Suspended or In development. |
| Game page tabs | Game Details (listing and branding), Production (shown once launched), Update (push builds) and History (promoted builds). |
| Hosting plan (tier) | Where the live server runs. Free — Community Hosting uses Vastopia's shared server at no cost; paid tiers provide a dedicated server with listed vCPU, RAM and approximate player capacity. |
| Region | The geographic location of a paid tier's dedicated server, chosen at launch and changeable later under Hosting & Billing. |
| Content rating | Everyone (6+), Teen (13+) or Mature (18+), set at launch. |
| Monetization | Free, In-App Purchases (free plus a store) or Paid Access (one-time price). |
| Offline | A live game taken off its server from the Production tab. Players cannot connect, billing pauses, and save data is kept for 30 days. See Billing and lifecycle. |
| Reset to Development | Returning a launched game to development so the launch flow can be run again. |
| Member role | A dashboard permission level for people you invite to manage the game. See Members, roles and staff. |
| Staff rank | An in-game rank: Player, Moderator (chat moderation), Admin (all built-in commands) or Owner (everything, plus granting ranks in game). |
| Builds page | The dashboard's cross-game list of every build with status filters, under the sidebar's Create group. |
| Creations | The dashboard page, under Library, that holds assets you have shared to the cloud library. See Cloud library. |
Assets#
| Term | Meaning |
|---|---|
| Asset Manager | The Assets tab in the editor: import, browse, tag and search the project's models, sprites, textures, audio and scenes. See Asset manager. |
| Asset types | SPRITE, MODEL_3D, AUDIO_SFX, AUDIO_MUSIC, TEXTURE, ANIMATION, UI_SCENE, SKELETON, OTHER. |
| ULID | The timestamp-sortable unique ID every imported asset receives; model folders are named <ULID>_<Name>. |
.scn | The self-contained compressed scene every imported .glb/.gltf model becomes. It is what ships in the build and what the client loads. See Models. |
| Texture size cap | The editor setting that downsizes model textures on import (default 2048 pixels) because texture resolution, not geometry, decides how much a model weighs. |
| Linked folder | An external model library browsed in place from disk without copying. Models enter the project only when used. See Linked folders. |
| Library | The editor's Library tab: a visual gallery of approved platform assets and project assets, any of which becomes a placeable prop in one click. The platform side is the cloud library. |
| Texture library | The per-project set of terrain textures and materials painted in the Map Editor. See Textures and terrain materials. |
Spotted a mistake or something missing?Tell us on Discord
