Layers
Layers let you organize assets on your map into separate groups that you can show, hide, lock, and reorder independently. Think of them like transparent sheets stacked on top of each other: each one holds its own set of assets and drawings, and you control how they interact with the rest of the map.
This is a GM-only feature. Players never see the layer panel or know how your map is organized behind the scenes—they just see the final result. Player-added assets are always added to the “Default” layer, which cannot be hidden or restricted.
The Layer Panel
Section titled “The Layer Panel”To open the layer panel, click the Layers button in the toolbar. A panel appears on the right side of the screen listing all layers for the current map page.

Every map page starts with a single Default Layer. This is a permanent layer that can’t be deleted, hidden, or locked. It’s always there as your baseline. Any asset placed without a specific layer assignment goes here.
Creating and Deleting Layers
Section titled “Creating and Deleting Layers”Click the + Add Layer button at the bottom of the layer panel to create a new layer. It appears at the top of the list (meaning it renders above everything else) with a default name like “Layer 2”.
To delete a layer, click the X button on the layer’s row. Deleting a layer also deletes all assets and drawings on it, so be careful. You can’t delete the default layer.
Renaming Layers
Section titled “Renaming Layers”Double-click a layer’s name to rename it. Type the new name and press Enter to confirm, or press Escape to cancel. Give layers descriptive names like “Background”, “Furniture”, “NPCs”, “Hidden Traps”, etc. to make it eaiser to keep track of complex maps.
Layer Ordering
Section titled “Layer Ordering”Layers are stacked vertically in the panel. The layer at the top of the list renders on top of the map, and layers further down render behind it. Drag a layer by its handle to reorder it.

This is how you control what appears in front of what. For example, you might have your map background on the bottom layer, furniture and terrain on a middle layer, and character tokens on a top layer—so tokens always appear above the scenery.
Selecting the Active Layer
Section titled “Selecting the Active Layer”Click on a layer to select it as the active layer. The active layer is highlighted in the panel and determines where new content that you add goes:
- New assets added to the map are placed on the active layer
- Drawing and erasing with the brush tool happens on the active layer
If you switch the active layer and then draw, those lines go on the newly selected layer. This lets you keep drawings organized, or change how they’re displayed in relation to other assets.
Layer Visibility
Section titled “Layer Visibility”Each layer has two visibility controls that determine who can see its contents. These buttons appear on each layer row in the panel (except the default layer, which is always visible to everyone).
Hiding a Layer
Section titled “Hiding a Layer”The visibility toggle (eye icon) controls whether a layer is shown or completely hidden. When you hide a layer:
- The layer and everything on it disappears for everyone, including you
- Assets on the hidden layer can’t be selected or interacted with
- Character name labels on hidden tokens are suppressed
This is an all-or-nothing toggle. Hidden layers are fully invisible to everyone at the table. Use this when you want to completely remove a set of assets from view. For example, hiding a layer of traps after the party has moved past them, or tucking away a set of pre-placed enemies that aren’t relevant yet.
GM-Only Layers
Section titled “GM-Only Layers”The GM-only toggle (restrict icon) makes a layer visible to the GM but invisible to players. When a layer is set to GM-only:
- Players see nothing from that layer
- You see the layer’s contents at reduced opacity so you can tell at a glance which assets are GM-only
- You can still select and edit assets on the layer

GM-only layers are perfect for:
- Planning layers — pre-position enemies or set pieces for a future encounter without revealing them
- GM reference notes — place markers, labels, or reference images that help you run the session but shouldn’t be visible to players
- Staged reveals — set up a layer of assets, then flip it to visible at just the right dramatic moment
Visibility Summary
Section titled “Visibility Summary”| Visibility Setting | GM Sees | Players See |
|---|---|---|
| Visible | Normal | Normal |
| GM-Only | Reduced opacity | Nothing |
| Hidden | Nothing | Nothing |
Locking Layers
Section titled “Locking Layers”The lock toggle (lock icon) prevents any editing on a layer. When a layer is locked:
- Assets on the layer can’t be selected, moved, or resized
- Drawing tools can’t draw or erase on the layer
- Any currently selected assets on the layer are automatically deselected
Locking is purely an editing safeguard—it doesn’t affect visibility. A locked layer is still visible to everyone (unless also hidden or GM-only). Players aren’t aware of lock status.
This is useful for:
- Locking your map background so you can’t accidentally drag it while managing tokens above it
- Freezing finished layers — once you’ve arranged furniture, terrain, or other static elements, lock the layer so you don’t accidentally disturb your layout while running the session
Moving Assets Between Layers
Section titled “Moving Assets Between Layers”You can move existing assets from one layer to another without removing and re-adding them.
- Select one or more assets on the map
- In the toolbar, click the Layer dropdown button
- Choose the destination layer from the list

The dropdown shows all layers on the current page and indicates which layers are locked or hidden. If you have multiple assets selected that are on different layers, the dropdown shows “Mixed” to let you know.
All selected assets move to the chosen layer at once, which makes it easy to reorganize things in bulk.
Layers and Fog of War
Section titled “Layers and Fog of War”Fog of war operates independently from layers. Fog areas always render above all layer content—they aren’t assigned to a specific layer, and they aren’t affected by layer visibility or ordering. Hiding or locking a layer has no effect on fog drawn over it.
Real-Time Sync
Section titled “Real-Time Sync”All layer changes sync to every connected player instantly. When you create a layer, change visibility, reorder, or lock—players see the result immediately. There’s no need to refresh or reload.
Tips for Using Layers
Section titled “Tips for Using Layers”- Start with a structure — Before placing assets, plan out 2–3 layers. A common setup is: “Background” on the bottom for your map image, “Props” in the middle for furniture and terrain, and “Tokens” on top for characters.
- Lock what you’ve finished — Once your map background and terrain are in place, lock those layers. You’ll avoid accidental drags during play and can focus on moving tokens freely.
- Use GM-only for prep — Set up enemy positions on a GM-only layer before the session. When the party kicks down the door, flip the layer to visible for an instant reveal.
- Name your layers — “Layer 1” and “Layer 2” get confusing fast. Take a second to give layers descriptive names, especially on maps with many layers.
- Combine with fog of war — Layers control asset organization; fog controls map visibility. Use both together—fog to hide unexplored areas, and layers to organize what’s behind the fog for easy management on your end.