A downloadable tool for Windows, macOS, and Linux

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Tiled Map Editor


Tiled is a free software level editor. It supports editing tile maps in various projections (orthogonal, isometric, hexagonal) and also supports building levels with freely positioned, rotated or scaled images or annotating them with objects of various shapes.

Even though Tiled is available for free, I accept voluntary payments in order to be able to spend more time on it. I'm currently spending two full days/week on Tiled, which is possible thanks to people choosing to pay for Tiled here as well as those supporting me on a recurring basis through Patreon.

I did not quite reach my funding goal yet, so if you enjoy using Tiled and are able to chip in, please set up a small monthly donation through Patreon. Thanks!


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Click download now to get access to the following files:

Tiled for Windows (32-bit), installer 19 MB
Version 1.1.3
Tiled for Windows (64-bit), installer (without Python support) 15 MB
Version 1.1.3
Tiled for macOS 13 MB
Version 1.1.3
Tiled for Linux (64-bit), release 26 MB
Version 1.1.3
Tiled for Windows (32-bit), snapshot 17 MB
Version 2018.03.21
Tiled for Windows (64-bit), snapshot 15 MB
Version 2018.03.21
Tiled for Windows XP, snapshot 27 MB
Version 2018.03.21
Tiled for macOS, snapshot 12 MB
Version 2018.03.21
Tiled for Linux (64-bit), snapshot 27 MB
Version 2018.03.21

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really great software!

 i love it

i use windows 10 so here is the instation folder:

C:/Users/Asriel Dreemurr/%appdata%/Local/Temp/Temp10_tiled-master.zip/tiled-master/


That is not an installation folder. It looks like you downloaded a zip of the master branch, but why?

I'm getting this: "Referenced directory 'C:/Users/leepa/AppData/Local/Temp/Temp10_tiled-master.zip/tiled-master/dist/archive.qbs' does not contain a qbs file." How do I fix it?

It sounds like something went wrong with extracting the full zip file before you tried to compile it. In any case, please ask for help with compiling Tiled on the Tiled Forum.

After I clicked "No thanks, take me to the downloads" it doesn't let me download anything, it just reloads the page. Is there any other way to download this?

Yes, you can also download the releases at GitHub. Please do consider reporting the issue you're having though, which I guess is not specific to downloading Tiled.

Can I use this program to make maps of cities? Im looking for something with a short learning curve that can help me make maps of fantasy cities.  Is this appropriate?

Sure you can, but whether it will be a good fit depends on what kind of fantasy city you're after and what your art assets are like. With Tiled you can make cities like in old school RPGs, but if you want roads and buildings at more flexible angles then it's probably not a good choice. Check out the world of Source of Tales for an example that was done with Tiled.

thanks for the answer! Its not the feel I was looking for though. 

I have no idea if this answered yet, and I'd like to know

Is this compatible with GameMaker Studio 2?

There is currently no support for exporting to GMS 2, but it could be added of course. See the following issue for more information: https://github.com/bjorn/tiled/issues/1642

(Edited 1 time)

I made a similar map editor that exports to Gamemaker Studio you might want to try https://defiance.itch.io/map-maker

I'm using the tbin plug in for stardew valley map editing and the editor won't modify tilesheets... It gives the option to say "move a layer from the back to the front" but when I click it. It doesn't do anything it just leaves a the outline of the chosen shape in place.. Everything stays how it is... I'm sure it's probably something on my end seeing how I'm new to this... But as far as I know I did everything right.... Side question as it may  or may not pertain to this issue: I was using tiDe but kept getting error when trying to load a xnb which I added tilesheets to.. Because I couldn't figure out how to add the tilesheets to yaml file.. Could that possibly be the issue why it's not modifying the tile sheets with this program as well, the yaml not being correctly modified... Here's a pic of the error I get when trying to load the xnb file back into tiDe.. Let me know if it's messing things up for this program too... Much appreciated... So far from what I see though Tiled is way better than tiDe... Good job man... 

I don't quite understand your issue, since the "move layer to front" action modifies the map and not a tilesheet. Also, neither Tiled nor tIDE use the yaml files, so I don't think the problem could be there. Could you report the issue and the steps to reproduce it at https://github.com/bjorn/tiled/issues? It's better to discuss it there.

(Edited 1 time)

The tileset editor only seems to support painting terrain types in each of the four corners of a tile.  If that is all it can do, it will be unable to process the majority of my tiles.  I have T junctions, crossroads, and so on.  Am I missing something?

To be useful with this tileset, I would need 9 points to paint on each tile.  I hope I do not have to write my own tool.  I was really hoping this would solve the issue!

(Edited 3 times) (+1)

The existing Terrain Brush is only suitable for corner-based terrain transitions. In the upcoming Tiled 1.1, the added Wang Brush may be of use in your case, but it still has some way to go before it could conveniently edit a combination of both corner-based transitions and road connections. Please try it and provide feedback on what you'd expect from the tool (best on the forum or on GitHub), so we can continue to improve it.

Ah, sorry I've already come pretty far in writing my own editor.  It supports the 9 cells per tile with full zoom, pan, variable materials/terrain.  I just  need to add the UI elements for add/remove material and the XML persistence code, and it will cover the same immediate needs I had of Tiled, with the benefit of being very easy for me to evolve alongside my game.   It also gives me the opportunity to throw in game-specific metadata and other features, which will be important for procedural generation.  Really, I should have gone this way from the start.

I appreciate the response, and I think it is great you are providing a tool like this for people who, perhaps, cannot make one or would prefer not to spend the time doing so.   And out of those I demo'd, yours was--by far--the most polished and pleasing.  Cheers!

Sure, sometimes it's better to roll your own solution (or sometimes people fork Tiled and add whatever they need to it, since it's free software after all). Your use-case is still something I'd like to support in Tiled as well.

(Edited 1 time)

Where is tile collision in the beta?

It's embedded in the new tileset editor now, which you'll have to open first by clicking the "Edit Tileset" button below the tileset view.

Thank you :)

I cannot get ID number of the object layer (it always return null), while other custom properties work well

String id = properties.get("id",String.class); 

This may be a problem with the library that you're using. Which one is it?

(Edited 2 times)

How come when i download the program does my antivirus notify of a virus or potential threat. I honestly trust you but my computer doesnt Ps it was with windows 64 snapshot version win 64 no python was fine.

Most virus scanners suffer from false-positives, and they are especially wary of files they do not recognize, which is the case especially with the development snapshots. You can be pretty sure they are not actually infected, since they are being built on a clean virtual machine on AppVeyor. You can help reduce the false-positives by reporting them to your antivirus vendor.

Hi! Can you inform me what is the most up-to-date parser for tmx files for c++?  

I only maintain the Qt-based library used by Tiled itself. You can check out the list of more generic C++ TMX parsers and have a look which one seems maintained and suits your needs.

why can't i download it on my macbook

pls tell me

Should be no problem. Are you trying using the itch.io app or the website?

I can't find Tiled Collision Editor on MacOS version...


Oh, I found the answer on http://discourse.mapeditor.org/t/there-is-no-tiled-collision-editor-on-osx/2500


This is perfect to create my turn based SRPG. Thank you.


Great tool!

umm I got one fucking question? why dafuq does the site not show me the download options? itz like u want meh to pay for it! not cool

To see the download options without paying, all you need to do is click "No thanks, just take me to the downloads" on the pop-up that opens when clicking the Download button. Unfortunately, not explicitly asking for donations leads to much less people donating, which would mean I can spend much less time working on this tool.


Lol, are you serious?, what kind of question is that?... jesus, how can people get mad even when they get something for free


Hey Thor,

Looks interesting to use, just wondering, any compatability with Unity?

Or would I have to save it as one big sprite and work from there?


There is no native support for Unity, but there is a very nice Tiled2Unity solution for converting Tiled maps to Unity meshes and game object instances. There is also Tiled4Unity, a variation that avoids the need for using an intermediate application. Check out this page for other potential options.

Are you norwegian ?


I'm Dutch, but my parents love Norway. :-)


Great tool btw

for what a game is this map editor?

This map editor is not for any game in particular. It can be used for any game for which the content can be described with the primitives provided by Tiled. This includes most tile-based games obviously but levels can also be made of freely placed images. Examples of games that have used Tiled are Shovel Knight, Axiom VergeRoad To Ballhalla and Brigador.

I am so so so so sorry that I didn't give any money to download... :( I would have but I am to young to have a paying job and I don't have any money I am really sorry


No problem at all. Tiled will always be available free of charge (and open source) because I think anybody should be able to use it regardless of their ability to support the development. I hope you will find it useful!

Hi Thor,

I'm looking to making maps that have arbitrary sized world elements. Think of something like a tree, but the cactus graphic isn't chopped up into tile parts (maybe just the trunk and the tree top). It's standing on a  couple of tiles, and its branches are extending to other tiles, and tile data is used to tell the game that the tiles where the trunk is, is not passable while tiles the branches are hanging over is passable. Is this sort of thing doable in Tiled? Thanks! :)

This is doable in Tiled, either by placing the upper part of the tree in another tile layer or by using tiles that are higher than the height of the grid, in which case the tile image will extend to cover tiles above.

(Edited 2 times) (+1)

Great app but for some reason it won't install using the itch desktop application for OSX. I can download it from the web version no problem but not from the desktop app, just an FYI.
(If this resolves itself I'll come back and delete this comment.)


Thanks for mentioning it, I'll be sure to look into the problem! I anyway am planning to change the OS X package from a .dmg to a plain zipped up .app folder, which seems to be more common nowadays. Maybe that will resolve this as well.

(Edited 2 times)

I'm also unable to install on macOS X. On the game page I was able to get the .dmg and install it manually.

(Edited 2 times)

Hi, just downloaded Tiled, mostly for the compatibility for unity, but the terrain feature as well, but the terrain feature  isn't working, possibly i did something wrong but it was partially working (it made 'ghost' tiles over the tiles on the layer and then the program crashed) and I followed your tutorial in the manual exactly, but now nothing shows up in the terrain window at all even tho in the tab under the file bar shows it's there and the edge selections were made. I also saved my work every time I completed an edge action on each of the 4 terrain types. I tried exiting the program and reloading it but getting nothing in the terrain window still. (I'm using windows 10 and 64 bit version of Tiles)

Hello Roadhammer Gaming! First of all thanks for buying Tiled! Unfortunately you're running into a regression in the latest release that I'll try to fix in a 1.0.2 release soon. Thanks to your detailed report it occurred to me that I forgot to list external tilesets that have not been added to the map yet in the Terrains view. As a workaround, you can place a tile from the tileset manually first or choose Map -> Add External Tileset from the menu to add your tileset to the map.

ahh ok cool thanks alot I will do that, great work with this program and I'll be looking out for the next update, happy gaming!

(Edited 1 time) (+2)

I love Tiled, I've been using it for years! Also I love that support for it hasn't wavered after all this time; the Tiled team always been pretty great about frequent and regular updates. Keep up the awesome work and props to making this tool which has saved me countless hours of trying to make my own inferior toolset :)

(Edited 1 time) (+2)

Does this work on all game engines, and all programming languages?

I just downloaded it, and I kinda don't know how to use it. Can someone teach me how? Because I'm 12 and I am currently making an rpg game, and I'm using love2d game engine and lua for programming language.. Thank you.


Tiled makes no assumptions about your programming language or engine. Of course, for some programming languages or engines there will already be Tiled support out of the box and for others you will have to code a loader for Tiled's map and tileset files yourself.

Tiled can export to Lua, so that saves you from having to write any parser code. And for Love2D, there is the Simple Tiled Implementation which helps you with rendering your map.


Oh, I really appreciate that, I just didn't know lots of things about these game engines, once again, thank you for your help.

Onut also supports loading Tiled maps and can be used by the Javascript side, or C++ side. It is chunked for optimization. It also supports the base64 and zip export formats. You can draw layers individually, fetch entities from object layers, etc. But it doesn't support tiles animation and image layer.


That's great! I've finally gotten around to adding it to the list of frameworks. :-)

Is there anyway to run Tiled on a Chromebook? Want to use it to teach some kids and they all have chromebooks.

Hmm, I guess there would be three options:

  • Compile Qt for Google Native Client and then compile Tiled against that version of Qt, in order to eventually have something that you may be able to distribute to Chrome browsers. Not an easy project and making Tiled usable in that environment will likely require additional changes.
  • Install a Linux desktop alongside Chrome OS, so you can install Tiled there. Note this should not be read as a recommendation to do it.
  • Use a remote desktop application to access Tiled installed on another computer.

Please assist, how can I import a json level into tiled?

If it's a Tiled map in JSON format, you should be able to just open it by going to File -> Open. If the file type filter is too specific, change it to "All Files" or "Json map files". If your JSON level is not actually a Tiled map, then you'd need to convert it first or write a custom importer.

how to change language?

You can change it in the Preferences:


I purchased Tiled today for a new project after using it to help make this successful project a few years ago for the 2014 Steam Carnival in Long Beach: http://greggman.github.io/hft-tonde-iko/


Tiled is a truly wonderful program. It is also how I discovered the itch service. Bravo!


I appreciate your effort on doing this software. My team used it two years ago for a University game project, Element Supremacy. Me and the other programmer just thought to the game logic while the three designers were free to use Tiled to create the maps with the arts created by themselves.

Now after two years I am using it again for another project :)


Thank you for your work, Sorry I was not able to donate more than $1 at this time, the small donation in no way reflects how I view your time and efforts. Thank you for your hard work you put into this. I hope it helps me move ahead with my project(s).

Hello kind sir ! Me and a friend of mine have started working on a Java RPG game, and Tiled helps a lot, so many thanks ! However, we're working on a black&white RPG, or more like white&black actually... and with the background being mostly black and our tiles being mostly white, it makes selecting them in the tile editor a huge pain ! Would you be so kind as to maybe have an alternative color for the background of the tile editor ? Thanks much ! (we donated, too !)


Hey Hordecall, first of all thanks for your donation! About your problem, I assume you've already tried changing the base color of the theme? This also affects the tile palette background somewhat (if you're on macOS, change to "Tiled Fusion" theme first). Another option is to try a development build where I've coded a background color option per-tileset, though unfortunately it's a little unstable at the moment. You can find the latest build for Windows here.


I used Tiled to design the levels in Depth of Extinction! Really love your product for making levels in Unity (and the Tiled2Unity plugin of course).

I also have been using tiled2unity, I started a project out of it with some small improvements:


What's the benefit if I already have tiled2unity set up? I actually use tiled2unity Lite as I am on a Mac and just prefer it since it removes the intermediate application as well.

Right now there would not be any big difference, what I did was to move all the importing process into Unity instead of having an external tool like tiled2unity or tiled2unity Lite, so Unity Editor takes the TMX file an does all the process that tiled2unity used to do externaly. There is still an XML file generated by tiled2unity, that's my next objective to remove that file then you would always have only your tmx file in the unity project. In my opinion the usage of TMX file inside Unity would be more clear an transparent since the workflow would be very similar to importing a FBX file for a 3d model.

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