
Game intel
Gravelord
Gravelord is a fast-paced boomer shooter voiced by a badass protagonist featuring hand-crafted levels filled with secrets and hordes of enemies to kill. Dish o…
Fatbot Games just did the smartest thing you can do for a boomer shooter in 2025: they opened up Gravelord’s level editor as a free playtest on Steam. No buy-in, no paywall, just jump in and build. This caught my attention because boomer shooters live and die by their map scene, and too many cool retro-styled shooters forget that modders are the lifeblood. Fatbot isn’t just remembering – they’re rolling out the welcome mat.
The pitch is refreshingly practical. The editor uses a block-based workflow clearly inspired by TrenchBroom – that’s Quake-mapper DNA, which is great news for readability and speed. Instead of fighting finicky vertex manipulation, you’re sketching clean geometry fast. “Hotspot-driven texturing” sounds like contextual face painting: click a surface, apply a material, and keep moving. It’s the kind of friction reduction that keeps new creators from bouncing off after the first hour.
Crucially, there’s Steam Workshop integration from the jump. That matters. Prodeus exploded on the back of its creator ecosystem because players could browse, download, and rate maps without leaving their comfort zone. If Gravelord nails that ease-of-use, its lifespan expands from a handful of episodes to potentially years of community content.
To get the ball rolling, Fatbot’s running a Halloween Mapjam 2025 with cash prizes, and you don’t need to own the game to participate. That’s a pro-community decision — it encourages curious builders to test the waters and gives players something to chew on sooner rather than later. Editor demos and launch trailers are available if you need a primer, but the headline is simple: download the playtest, build something, hit publish.
We’ve seen this playbook work. The DUSK SDK opened the floodgates for weird, wonderful throwback maps. Prodeus turned its editor into a core feature and reaped the rewards. The Quake community runs map jams like seasonal holidays, and the scene stays lively decades later. Gravelord is leaning into that tradition instead of treating user maps like a side dish.

It also fits Gravelord’s vibe. The game leans into abstract, fun-first level design and brisk combat — the exact kind of sandbox where mappers thrive. A block-first tool encourages readable arenas, chunky traversal, and secrets baked into geometry rather than scripting trickery. If the Workshop fills with bite-sized gauntlets and secret-laden graveyards, that’s a win for both casual players and speedrunners hunting new lines.
I’m excited, but there are fair questions. This is a playtest, not a 1.0 toolchain. Early Access games change — entities, lighting, even collision can shift. Will today’s maps load cleanly six months from now? If Fatbot commits to migration tools or clear versioning, that anxiety fades fast. Documentation matters too. TrenchBroom feels great because it’s well explained; Gravelord’s editor needs similarly clear guides and example maps to keep newcomers building instead of alt-tabbing to guesswork.
Then there’s curation. Workshop sharing is only half the battle; discoverability is the other half. Featured playlists, in-game browser sorting (new, trending, dev picks), and regular map jams keep momentum. If the team treats every jam like an event — with themes, constraints, and a hard deadline — they’ll nurture a scene that sticks around after the Halloween cobwebs come down.

– You don’t need to own Gravelord to join the playtest or enter the Halloween Mapjam 2025. That’s huge — invite your mapper friends who usually sit on the sidelines.
– Start small. Build a two-arena proof of concept to learn the block workflow, test hotspot texturing, and verify lighting/enemy behavior. Polish and expand after you’ve published a vertical slice to Workshop.
– Design for Gravelord’s strengths. The shovel mobility and fast strafing want space to breathe. Favor readable sightlines, chunky cover, and clear signaling for secrets. Think Prodeus arenas with Quake-era micro-secrets.
– Back up your source files and note the playtest version in your Workshop description. If an update breaks something, you’ll thank yourself later.

– For the jam, read the official rules carefully. Cash prizes can come with eligibility caveats, and theme constraints often make or break your idea. Scope to the deadline, not your ambition.
The real test isn’t today’s trailer or even the first wave of jam maps — it’s cadence. If Fatbot iterates on the editor, showcases community work, and keeps the Workshop front and center, Gravelord could earn the same “endless content” reputation that sustains the greats. If they go quiet, the scene will too. Right now, though? Opening the doors for free and dangling a Halloween jam is exactly the kind of move that turns a cool shooter into a platform.
Gravelord’s free Steam playtest editor is a smart, TrenchBroom-flavored toolkit with Workshop sharing and a Halloween Mapjam 2025 to spark creativity. If Fatbot supports it with docs, updates, and curation, players get years of new maps — and creators get an easy on-ramp to build them.
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