Make All Published Maps Cloneable
The thing that has always made Inkarnate special has been its collaborative foundation. There are plenty of other map making tools that have no sharing function, and can replicate much of what Inkarnate can do. The Explore tab used to be more than a gallery, it was a place where map makers and DMs/GMs could find maps that are close, clone them and modify them to fit their needs - assuming they lacked the skill to create impressive maps in the first place. Inkarnate has shifted away from its foundation, though. As a result, many have returned to the old way of Googling the maps that they need, because it provides a much larger selection and an increased likelihood of finding a fitting map. The problem I am talking about is Patreon. It is completely understandable that people want to monetize their work, but the result is that a large majority of the explore tab is no longer usable, or adaptable. Instead, it has become a place for Patreon promotions. I strongly believe Inkarnate would benefit greatly, and reclaim many of its lost subscribers, if ALL published maps were cloneable. Creators can still freely mark their work and promote their websites, but users could still adjust those maps for their specific needs - which again, is the heart of what made Inkarnate so collaborative and popular in the first place. I am not asking to limit creators; if custom assets are used, those will obviously be lost upon cloning, and sure, a creator can make the entire map a custom asset so that it is effectively not cloneable, but that really comes down to a question of character I suppose. If all maps were cloneable, those of us who have been driven away from Inkarnate (I stay because I too make maps for others) would return because it would once again be the best place for TTRPG maps. Unfortunately, due to the influx of Patreon promotions and non-cloneable (paywalled, effectively) maps, that crown has returned to Google Images.

Mickey Hopson about 22 hours ago
Feature Request
Make All Published Maps Cloneable
The thing that has always made Inkarnate special has been its collaborative foundation. There are plenty of other map making tools that have no sharing function, and can replicate much of what Inkarnate can do. The Explore tab used to be more than a gallery, it was a place where map makers and DMs/GMs could find maps that are close, clone them and modify them to fit their needs - assuming they lacked the skill to create impressive maps in the first place. Inkarnate has shifted away from its foundation, though. As a result, many have returned to the old way of Googling the maps that they need, because it provides a much larger selection and an increased likelihood of finding a fitting map. The problem I am talking about is Patreon. It is completely understandable that people want to monetize their work, but the result is that a large majority of the explore tab is no longer usable, or adaptable. Instead, it has become a place for Patreon promotions. I strongly believe Inkarnate would benefit greatly, and reclaim many of its lost subscribers, if ALL published maps were cloneable. Creators can still freely mark their work and promote their websites, but users could still adjust those maps for their specific needs - which again, is the heart of what made Inkarnate so collaborative and popular in the first place. I am not asking to limit creators; if custom assets are used, those will obviously be lost upon cloning, and sure, a creator can make the entire map a custom asset so that it is effectively not cloneable, but that really comes down to a question of character I suppose. If all maps were cloneable, those of us who have been driven away from Inkarnate (I stay because I too make maps for others) would return because it would once again be the best place for TTRPG maps. Unfortunately, due to the influx of Patreon promotions and non-cloneable (paywalled, effectively) maps, that crown has returned to Google Images.

Mickey Hopson about 22 hours ago
Feature Request
Incorrect handling of the 15,000 Asset limit
This is an interesting bug that came to light when the total number of assets behind products—which were published and subsequently unpublished—reached 15,000, making any further uploads impossible. As it turns out, this bug is strange because products that are published and then unpublished shouldn't count towards this total. Essentially, there are assets taking up space in this 15,000 limit that shouldn't be taking up space at all. This raises a question and a strong suspicion: What if every asset takes up space in this 15,000 limit, including the ones that belong to actively published products? This is a highly important question, because an active Creator could soon hit a brick wall since the system is mismanaging which asset belongs where. I suggest raising this limit to 25,000 until the bug is fully investigated. Meanwhile, on a test server, we should lower the limit to 500 (or a similarly low value) to test exactly what counts towards the limit and what doesn't. In this specific case, I wouldn't just trust reading the code; I highly recommend manual testing instead of simulation so we can see exactly where and how the actual bug occurs.

Benjamin Weisz 2 days ago
Bugs
Incorrect handling of the 15,000 Asset limit
This is an interesting bug that came to light when the total number of assets behind products—which were published and subsequently unpublished—reached 15,000, making any further uploads impossible. As it turns out, this bug is strange because products that are published and then unpublished shouldn't count towards this total. Essentially, there are assets taking up space in this 15,000 limit that shouldn't be taking up space at all. This raises a question and a strong suspicion: What if every asset takes up space in this 15,000 limit, including the ones that belong to actively published products? This is a highly important question, because an active Creator could soon hit a brick wall since the system is mismanaging which asset belongs where. I suggest raising this limit to 25,000 until the bug is fully investigated. Meanwhile, on a test server, we should lower the limit to 500 (or a similarly low value) to test exactly what counts towards the limit and what doesn't. In this specific case, I wouldn't just trust reading the code; I highly recommend manual testing instead of simulation so we can see exactly where and how the actual bug occurs.

Benjamin Weisz 2 days ago
Bugs
In Progress
Art Manager visual update bug
During practically every operation, the frontend does not visually update to reflect the following events; there is no immediate feedback: Stamp set creation Asset deletion Often, even after uploading, we hit a dead end and don't see the assets. Pressing F5 resolves this issue in every case, allowing us to see the current state. Temporarily resolving the bug does not require pressing Ctrl+F5 or clearing the cache/cookies. (This might be important information for further investigation.)

Benjamin Weisz 2 days ago
Bugs
In Progress
Art Manager visual update bug
During practically every operation, the frontend does not visually update to reflect the following events; there is no immediate feedback: Stamp set creation Asset deletion Often, even after uploading, we hit a dead end and don't see the assets. Pressing F5 resolves this issue in every case, allowing us to see the current state. Temporarily resolving the bug does not require pressing Ctrl+F5 or clearing the cache/cookies. (This might be important information for further investigation.)

Benjamin Weisz 2 days ago
Bugs
Creator only visual Bug
The creator can see their own unpublished products on the Marketplace under the 'New' category and in other listings. Potential bug: The site places unpublished products into a published or visible state for the creator themselves. Because the release date is pending, the system treats them as the newest items—essentially answering 'when was it released?' with 'Now'. It's a minor bug and also an edge case, since only the Creator can see it.

Benjamin Weisz 2 days ago
Bugs
Creator only visual Bug
The creator can see their own unpublished products on the Marketplace under the 'New' category and in other listings. Potential bug: The site places unpublished products into a published or visible state for the creator themselves. Because the release date is pending, the system treats them as the newest items—essentially answering 'when was it released?' with 'Now'. It's a minor bug and also an edge case, since only the Creator can see it.

Benjamin Weisz 2 days ago
Bugs
Assets are deletable
In the art manager, stamps can still be deleted—either one by one or by selecting multiple at once and right-clicking —> Delete Stamp — even if the product is published. (Additional suggestion: it might be worth testing whether this is only possible for Stamps or if other asset types - Texture, Stroke Asset, Preset Asset - can be deleted this way as well.)

Benjamin Weisz 2 days ago
Bugs
Assets are deletable
In the art manager, stamps can still be deleted—either one by one or by selecting multiple at once and right-clicking —> Delete Stamp — even if the product is published. (Additional suggestion: it might be worth testing whether this is only possible for Stamps or if other asset types - Texture, Stroke Asset, Preset Asset - can be deleted this way as well.)

Benjamin Weisz 2 days ago
Bugs
Let Shadows Point in a Direction (rotation and stretching)
Why is this important? Creating striking dawn/dusk maps with dramatic shadows currently takes a ton of manual work per stamp. Realistically only "super users" have the patience for it, leaving everyone else with flat, “boring” shadows 😥. I also love using the option for solid (non-blurred) shadows, but often, that just makes things look wrong, like they're floating instead of grounded. Why should you consider it? I think this feels totally doable with some basic transform math + object cloning behind the scenes. I mocked it up by hand for the examples below. It'd let way more users create striking, fast directional lighting without needing pro-level tricks :) What could this look like? Simplest version: a rotate slider + squish/stretch transform sliders added to the shadow options. Lets users align a shadow to an object's base and stretch it toward the light source for that dramatic sunrise/sunset look — without extra work for stamp makers or over complicating the feature. For battlemaps (top-down view) this breaks down for things like trees; aligning + stretching to the base gives the shadow the wrong origin point. Fix: an optional mask, centered on the stamp, positioned opposite the shadow's rotation angle, that hides the part of the shadow that the object itself would be blocking. The mask should probably default to centered on the stamp, but a stretch goal could be letting users nudge its origin point manually. Visual examples:

Moop 2 days ago
Feature Request
Let Shadows Point in a Direction (rotation and stretching)
Why is this important? Creating striking dawn/dusk maps with dramatic shadows currently takes a ton of manual work per stamp. Realistically only "super users" have the patience for it, leaving everyone else with flat, “boring” shadows 😥. I also love using the option for solid (non-blurred) shadows, but often, that just makes things look wrong, like they're floating instead of grounded. Why should you consider it? I think this feels totally doable with some basic transform math + object cloning behind the scenes. I mocked it up by hand for the examples below. It'd let way more users create striking, fast directional lighting without needing pro-level tricks :) What could this look like? Simplest version: a rotate slider + squish/stretch transform sliders added to the shadow options. Lets users align a shadow to an object's base and stretch it toward the light source for that dramatic sunrise/sunset look — without extra work for stamp makers or over complicating the feature. For battlemaps (top-down view) this breaks down for things like trees; aligning + stretching to the base gives the shadow the wrong origin point. Fix: an optional mask, centered on the stamp, positioned opposite the shadow's rotation angle, that hides the part of the shadow that the object itself would be blocking. The mask should probably default to centered on the stamp, but a stretch goal could be letting users nudge its origin point manually. Visual examples:

Moop 2 days ago
Feature Request
Batch Map Download for Storage Management
I am experiencing a map limit of 100 maps after upgrading my account, but I have over 200 existing maps. I would like a feature to batch download my maps so I can store them externally, free up space, and continue creating new maps within the limit.

Anonymous 3 days ago
Feature Request
Batch Map Download for Storage Management
I am experiencing a map limit of 100 maps after upgrading my account, but I have over 200 existing maps. I would like a feature to batch download my maps so I can store them externally, free up space, and continue creating new maps within the limit.

Anonymous 3 days ago
Feature Request
Isometric stamps
I think more isometric stamps would be really cool to see in the future. Things like clutter and other things like that would be great!

Anonymous 3 days ago
Art Requests
Isometric stamps
I think more isometric stamps would be really cool to see in the future. Things like clutter and other things like that would be great!

Anonymous 3 days ago
Art Requests
Snow versions of all buildings in isometric
It would be really awesome to get some snow variants of all of the isometric buildings (and likewise non-snowy versions of the current snowy buildings). I spent a great deal of time adding snow layers to all of the roof tops and I just feel like this would have been extremely easy to do as an asset variation as your team is updating their catalog. I’ve attached some examples. Credit to NDX Rorix for Niederspre (non-snowy version) here: https://inkarnate.com/explore/maps/2304618 with the snowy variant updated by me.

Kalithe 4 days ago
Art Requests
Snow versions of all buildings in isometric
It would be really awesome to get some snow variants of all of the isometric buildings (and likewise non-snowy versions of the current snowy buildings). I spent a great deal of time adding snow layers to all of the roof tops and I just feel like this would have been extremely easy to do as an asset variation as your team is updating their catalog. I’ve attached some examples. Credit to NDX Rorix for Niederspre (non-snowy version) here: https://inkarnate.com/explore/maps/2304618 with the snowy variant updated by me.

Kalithe 4 days ago
Art Requests
Shape Tool Fill Texture X/Y Transforming/Stretching
Ability to X/Y transform/stretch the texture for the Shape tool fill.

Philipp Brockerhoff 4 days ago
Feature Request
Shape Tool Fill Texture X/Y Transforming/Stretching
Ability to X/Y transform/stretch the texture for the Shape tool fill.

Philipp Brockerhoff 4 days ago
Feature Request
Edit Custom Asset Properties from the Scene Editor
Allow custom asset properties and default settings to be edited directly from the Scene Editor without leaving the current workflow. This makes it faster to adjust owned assets while building a scene.

Philipp Brockerhoff 4 days ago
Feature Request
Edit Custom Asset Properties from the Scene Editor
Allow custom asset properties and default settings to be edited directly from the Scene Editor without leaving the current workflow. This makes it faster to adjust owned assets while building a scene.

Philipp Brockerhoff 4 days ago
Feature Request
Brush Tool: Flow Control
Add a brush flow setting that controls how quickly paint builds up as you brush. Unlike opacity, which limits the maximum strength of a stroke, flow controls how fast the effect is applied, allowing color to gradually build up over multiple passes for smoother blending and more precise control.

Philipp Brockerhoff 4 days ago
Feature Request
Brush Tool: Flow Control
Add a brush flow setting that controls how quickly paint builds up as you brush. Unlike opacity, which limits the maximum strength of a stroke, flow controls how fast the effect is applied, allowing color to gradually build up over multiple passes for smoother blending and more precise control.

Philipp Brockerhoff 4 days ago
Feature Request
Close Line to Shape by Clicking First Node
When using the Pen mode of the Line tool, its common UX that clicking the first node closes the Line into a Shape

Philipp Brockerhoff 4 days ago
Feature Request
Close Line to Shape by Clicking First Node
When using the Pen mode of the Line tool, its common UX that clicking the first node closes the Line into a Shape

Philipp Brockerhoff 4 days ago
Feature Request
Procedural Area Fill
Automatically populate an area with multiple selected stamps using procedural placement.

Philipp Brockerhoff 4 days ago
Feature Request
Procedural Area Fill
Automatically populate an area with multiple selected stamps using procedural placement.

Philipp Brockerhoff 4 days ago
Feature Request
Max password length on login lower than actual max length
The max password length on the login screen is set to 50. Yet I have filled in a longer password, meaning each time I want to login I have to remove the max length from the password field via de dev tools in order to login

Dappere Dodo 7 days ago
Bugs
Max password length on login lower than actual max length
The max password length on the login screen is set to 50. Yet I have filled in a longer password, meaning each time I want to login I have to remove the max length from the password field via de dev tools in order to login

Dappere Dodo 7 days ago
Bugs
Download size from Explorer detail page
It would be nice to be able to choose a quality % on the map download when you go through Explorer → Map Detailed because some VTTs have size limitations. For example, if I want to download one of Mati’s maps that I see on the explorer page, which are always high resolution, I have to clone it first to be able to download it to a smaller file size ( < 10 mb for D&D Beyond). The time it takes to clone a high resolution map, then go through the time to try various quality sizes to get under 10mb is long enough that I normally end up skipping them for when we need quick encounters that I didn’t know we would need before D&D sessions.

Kalithe 7 days ago
Feature Request
Download size from Explorer detail page
It would be nice to be able to choose a quality % on the map download when you go through Explorer → Map Detailed because some VTTs have size limitations. For example, if I want to download one of Mati’s maps that I see on the explorer page, which are always high resolution, I have to clone it first to be able to download it to a smaller file size ( < 10 mb for D&D Beyond). The time it takes to clone a high resolution map, then go through the time to try various quality sizes to get under 10mb is long enough that I normally end up skipping them for when we need quick encounters that I didn’t know we would need before D&D sessions.

Kalithe 7 days ago
Feature Request
Pre-renewal email notification for subscription
Send an email a few days/week before subscription renewal before it runs out, so it can be renewed in time.

Anonymous 10 days ago
Feature Request
Pre-renewal email notification for subscription
Send an email a few days/week before subscription renewal before it runs out, so it can be renewed in time.

Anonymous 10 days ago
Feature Request