Hexographer vs. Worldographer
From time to time we’ve gotten this question sent to the Inkwell Ideas support email address, so it seems like a good post to make. First, there are a ton of new features in Worldographer:
- First is the notion of multiple map levels. In Hexographer, this existed as “Child Maps” where the program would create a new hex map where each hex is a user decided number of hexes across for every hex in the original map. In Worldographer you can have three map levels (we call them world, continent, and kingdom) within the same file. Unlike in Hexographer, changes you make on one level can automatically update other levels and switching between levels is quick and easy.
- Second is an entire new icon set for a semi-realistic view of the map, which we call isometric. If you don’t like the classic/flat icons, this new set is evocative of the Civilization computer game’s graphics. You can even switch quickly between the new style icons and the classic ones with one menu item.
- Another major feature is the ability to generate & edit information about the world. Each time you create a map, it automatically creates a number of cultures, religions, and nations about the world. It creates a few details for each. And we expect to expand the data used to create these regularly. But you’re always free to completely rewrite this information or edit it little by little.
- Worldographer also can auto-magically generate coastlines for the world so each landmass doesn’t look like a collection of polygons. It will generate rivers too. Even better, based on the nations of your world (whether you take the generated ones, or completely rewrite them), it will place nations on the map by picking good locations for capitals and building them out with additional cities, towns, villages, mines, etc. And we plan to add more features in coming updates.
- Text, feature, and shape editing is easier than ever because in many cases the controls are right on the map. Just select the thing you wish to edit and you can move, resize, and rotate it on the map. (But you can also use controls in the side drawer as well.)
- Speaking of editing, Worldographer has undo, redo, as well as cut, copy, and paste. When we started Hexographer, most changes were basic, so it was easy to delete something and recreate it as needed. But as Hexographer grew, these features became a bigger need. Unfortunately, they would also be too difficult to add into a mature program.
- When you add some features to the map (such as a city or castle) it auto-generates a few notes about that location. You can then pull up these notes and use them or completely revise them to fit specific needs. We’ll be expanding this to most features as we release updates.
- A recent addition is the ability to open multiple maps at the same time. This allows you to copy & paste across maps.
- Icosahedral maps (a map projection that looks like a flattened d20) are a core feature of Worldographer. In Hexographer it was just a grey polygon that covered the unneeded hexes.
- There are also a number of little things that just make creating and editing maps easier. One example is remembering your last used folder so you can easily re-load maps.
Worldographer also migrates the map software to a newer architecture. There are a lot of improvements behind the scenes, but here are a few you’ll notice:
- Worldographer’s architecture supports 4k (Ultra High Definition screens) whereas Hexographer’s button text, labels, etc. will be tiny on 4k monitors unless you enable an Operating System Compatibility setting.
- Worldographer can use decimal sizes for objects on the screen. You can now have a 46.18×40 pixel hex so the dimensions are true. In Hexographer, because of the old graphic library measurements on screen had to be whole pixels.
- Worldographer is able to do more graphical effects (drop shadows, blurs, etc.), because the architecture supports them.
The only feature (to the best of our recollection) Hexographer has that Worldographer doesn’t is the ability to shade edges of hexes based on elevation changes to show the elevation effect. While we haven’t started that functionality yet, it will be in some near-future update.

