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What is Tiled?

Tiled is a free, open-source 2D level editor for games. It is designed for building tile-based maps and object layouts, then exporting them for use in a game engine or framework. It is aimed at game developers, level designers and hobbyists who want a dedicated tool for map creation rather than editing levels inside an engine.

What you can build with it

  • Tile layers: multi-layer tile editing, fast terrain painting and rule-based tile placement.
  • Object layers: rectangles, ellipses and polygons for marking spawn points, triggers, collision zones and other level data.
  • Map formats: orthogonal, isometric and hexagonal maps, plus infinite maps that expand as needed.
  • Larger worlds: multiple maps can be organised into a world.
  • Automation: Automapping places tiles automatically based on rules, and JavaScript extensions let you add custom formats, actions or tools.

Who it suits

  • Indie teams and solo developers who want a lightweight, focused editor.
  • Designers working with frameworks that already support Tiled’s export formats.
  • Projects that need custom workflows, since the editor can be extended with scripts.

Trade-offs to know

Tiled is an editor, not a game engine: it creates and exports level data, and you still need a framework or engine to run the game. Its flexibility means you may spend time configuring rules, templates and export settings. If your engine has a strong built-in level editor, Tiled’s main advantage is portability across many frameworks and formats.

A practical next step: download it, open one of the example projects, and try Automapping on a small test map. If the exported format matches your engine’s importer, you can adopt it quickly; if not, check the documentation for custom export options before committing.

For a broader view of the project and its community, see Tiled.

How do I create a tilemap in Tiled for my game?

Tiled is a free, open-source level editor for building 2D tilemaps that you then load in your game engine. The basic workflow is: create a map, add one or more tilesets, paint tiles on layers, then export in a format your engine can read.

A practical first map

  1. Start a new map. Choose the tile size (commonly 16×16, 32×32 or 48×48 px) and the orientation: orthogonal (top-down or side view), isometric, or hexagonal. Tiled supports all three.
  2. Add a tileset. Import a tile image (or a sprite sheet) and set the tile size and spacing/margin so Tiled slices it correctly.
  3. Create layers. Use a tile layer for terrain, separate layers for decoration, collision, or foreground elements. Multi-layer editing lets you paint across layers without switching context.
  4. Paint your terrain. For large areas, terrain tools let you paint a ground type and have Tiled pick the right edge and corner tiles automatically. Automapping can place tiles based on rules you define, so patterns like walls or paths fall into place as you draw.
  5. Add objects. Object layers hold rectangles, ellipses, and polygons for spawn points, triggers, or collision shapes. Objects can be placed, resized, and rotated freely, and object templates let you reuse a configured object across maps instead of rebuilding it.
  6. Export. Tiled writes to Image, JSON, Lua, GameMaker (1.4 and 2.3), Defold, tBIN, and other formats, and many game frameworks read Tiled maps directly.

Choosing between the two main approaches

Approach Best for Trade-off
Hand-painted tile layers Small, art-directed levels; precise control Slow to revise; repetitive work on large maps
Terrain + Automapping rules Large or procedural-feeling levels; consistent edges and transitions Rules take time to set up and debug

Where Tiled fits and where it doesn't

Tiled is an editor, not an engine. It won't run your game, handle physics, or manage entities at runtime; your framework does that. Its strengths are flexibility (arbitrary tile sizes, multiple orientations, custom properties) and workflow features like quickly switching between projects, jumping to any file in a project, customizable keyboard shortcuts, and JavaScript extensions for custom formats, actions, and tools. Infinite maps that grow as needed suit open or streaming worlds, and a "world" file can organize multiple maps that connect.

A concrete scenario

Suppose you're building a top-down RPG in a framework that reads Tiled JSON. You'd make one 32×32 orthogonal map, add a grass tileset and a terrain set for grass-to-dirt transitions, paint the ground on a base layer, add a collision object layer with rectangles around trees and water, place enemy spawn points as objects with custom properties, and export JSON. Your engine reads the tile layers for rendering and the object layer for logic.

Next step

Open Tiled's documentation and work through a single small map end to end: new map → tileset → one tile layer → one object layer → export → load in your engine. That loop teaches more than reading about features. The official site is Tiled; if you want to see what others have shipped with it, the site lists games including Coromon, Carrion, Axiom Verge, and Shovel Knight, and points to more on itch.io.

Which game engines and frameworks can import Tiled maps?

Tiled exports maps in formats that many engines and frameworks already read, so "importing a Tiled map" usually means loading its exported JSON, Lua or image files rather than using a dedicated plugin. The page lists JSON, Lua, GameMaker (1.4 and 2.3), Defold and tBIN among its export targets, and states that Tiled is supported by many game development frameworks.

What that means in practice

  • Web and JavaScript stacks: The JSON export is the common path. Phaser, MelonJS and similar libraries ship Tiled JSON loaders; you load the tilemap, then the tileset image, and place layers in your scene.
  • Defold: Listed as a direct export target, so you can write map data in a format the engine consumes without a conversion step.
  • GameMaker: Both the 1.4 and 2.3 export options are listed, which matters because the two versions use different project structures.
  • Lua-based engines (e.g. LÖVE): The Lua export gives you map data as a table you can read directly in your game code.
  • Custom or in-house engines: JSON and Lua are plain, documented formats, so a small parser is usually enough. Tiled's JavaScript extensibility also lets you add custom export formats if yours isn't covered.

A quick comparison

Your situation Likely route
Browser game with a JS engine Tiled JSON + the engine's built-in loader
Defold project Defold export
GameMaker 1.4 or 2.3 Matching GameMaker export
Lua engine or prototype Lua export
Proprietary engine JSON/Lua export plus a custom reader, or a JS extension

Next step: check whether your engine already has a Tiled loader before writing any parsing code. If it does, export to the format that loader expects (usually JSON) and keep the tileset image alongside the map file. If it doesn't, start with the JSON export — it's the most widely documented and the easiest to inspect while debugging.

How does Tiled's Automapping feature work for automatic tile placement?

Tiled's Automapping is a rule-based system: you describe which tile patterns should trigger which output tiles, and Tiled applies those rules across your map instead of you painting every tile by hand. The official description frames it as a way to "focus on level design" — you lay down rough shapes or terrain, and the rules fill in the correct tiles.

How the rules are set up

  • You create a separate rules map containing input and output layers.
  • Input layers define the pattern to look for; output layers define what gets placed where that pattern matches.
  • Regions and indexes in the rules map tell Tiled how to compare the pattern against the target map and which variant of the output to use.
  • Rules can match tile layers and object layers, so the same mechanism can place decorative objects as well as terrain.

What it is good at

  • Autotiling terrain edges, corners and transitions between biomes.
  • Repetitive decoration such as fences, paths, pipes or wall variations.
  • Enforcing consistency across a large or infinite map, where hand-painting would be error-prone.
  • Keeping art changes cheap: update the rule set, re-run it, and the whole map updates.

Trade-offs to expect

Rules take real effort to author and debug, and a bad rule can silently overwrite tiles you placed deliberately. Automapping runs as a batch operation over a region or map, not as a live brush, so the workflow is "paint roughly, then apply rules" rather than instant feedback on every stroke. Complex conditional logic is better handled by the JavaScript extension than by stacking rules.

A practical next step

Start with one narrow case — say, a single tileset's grass-to-dirt edges — build the rules map, and apply it to a small test map before committing to a full rule library. If you want to see the feature in context before building your own, the project's own documentation and news posts are the most reliable starting point: Tiled.

What are the differences between orthogonal, isometric, and hexagonal maps in Tiled?

Tiled supports three map orientations—orthogonal, isometric, and hexagonal—and the right choice depends on how you want movement, depth, and tile adjacency to read in your game. The page lists all three as supported map types, but it doesn't spell out their differences, so the following is general guidance rather than product-specific detail.

Orthogonal maps use a square grid viewed straight on. Tiles sit in rows and columns, movement is typically four- or eight-directional, and adjacency is trivially "up, down, left, right." This is the default for top-down RPGs, strategy games, and platformers where you want simple, predictable grid logic. It's the easiest to author and the least surprising for players.

Isometric maps use a diamond grid that fakes a 2.5D perspective. The grid is still logically square underneath, but it's drawn at an angle so tiles overlap in a way that suggests height and depth. This suits city builders, tactics games, and anything with a strong sense of elevation. The trade-off is that vertical position on screen no longer maps cleanly to grid rows, so depth sorting and click-to-tile conversion need care.

Hexagonal maps use six-sided tiles. Each tile has six neighbours instead of four or eight, which produces more natural-looking distances and less grid distortion for movement and range calculations. This is common in hex-based wargames and 4X strategy. The cost is that rectangular art and UI alignment are harder, and many players find hex grids less immediately readable.

Orientation Grid shape Best for Main trade-off
Orthogonal Square Top-down RPGs, platformers, strategy Simplest, but can feel flat
Isometric Diamond (angled square) City builders, tactics, elevation-heavy games Depth sorting and picking are trickier
Hexagonal Hex Wargames, 4X, range-based movement Less intuitive for some players; art alignment is harder

A practical next step: decide based on your movement model first, not your art. If distance and range matter a lot, hex is often the cleanest fit; if you want depth and verticality, isometric; if you want speed of authoring and clear grid logic, orthogonal. Then check that your target framework exports and renders the orientation you picked—Tiled exports to formats like JSON and Lua, but the engine still has to support the projection.

For concrete examples, the page notes that games such as Shovel Knight, Axiom Verge, and Coromon were made with Tiled, which gives you reference points across different genres. You can find more at Tiled and browse additional titles on itch.io.

Can I extend Tiled with custom tools or file formats using JavaScript?

Yes. Tiled's page_evidence lists "Extensible with JavaScript" under its Powerful Workflow section, with three specific capabilities: add support for custom file formats, write your own actions or tools, and automate your workflow. So both halves of your question — custom tools and custom file formats — are covered by the same scripting layer.

What this looks like in practice

A concrete scenario: your studio stores level data in a proprietary binary format that your engine reads at runtime. Rather than hand-converting Tiled maps every build, you write a JavaScript extension that teaches Tiled to read and write that format, so artists edit in Tiled and export directly to what the engine expects.

The three listed capabilities map to different needs:

Capability Typical use
Custom file formats Import/export to an in-house or engine-specific format
Custom actions or tools Add menu commands, custom painting or placement behaviour
Workflow automation Batch operations, project-specific repetitive steps

A useful next step

Before writing anything, check whether your target engine already has an official Tiled importer. The page lists exports to Image, JSON, Lua, GameMaker (1.4 and 2.3), Defold and tBIN, and notes that many game development frameworks support Tiled — so a custom format extension may be unnecessary work.

If you do need one, the practical decision criterion is this: write a JavaScript extension when the format is stable and the conversion logic is simple; consider an external converter script instead when the format changes often or needs heavy validation, since you can iterate on it without reloading the editor. For the extension route, start from the documentation rather than guessing at the API, and check the forum if the format involves anything unusual like binary chunks or nested references.

Related questions

More questions →
What is Tiled and what is it used for?

Tiled is a free and open source, easy-to-use, and flexible level editor. You use it to build and annotate game levels — placing tiles, drawing terrain, positioning objects, and organizing maps — then export that data into formats your game engine or framework can load. It fits best if you are designing 2D levels (orthogonal, isometric, or hexagonal) and want a dedicated editor that stays separate from your engine.

What you actually do in Tiled

Tiled centers on two kinds of content: tile layers and object layers.

  • Tile layers are grids of tiles you paint. You can edit multiple layers at once and paint terrain quickly.
  • Object layers let you annotate a level with rectangles, ellipses, or polygons, and place, resize, and rotate tiles freely. Object templates help you avoid repeating the same setup.

Beyond the basics, Tiled supports rule-based tile and object placement, so recurring arrangements can be applied automatically instead of painted by hand each time.

Map types and world size

Tiled supports orthogonal, isometric, and hexagonal maps. It also handles infinite maps that grow as needed, and lets you organize multiple maps into a world — useful when a single level isn't enough and you need connected or large-scale spaces.

Workflow features

  • Quickly switch between projects and jump to any file within a project.
  • Customizable keyboard shortcuts.
  • Extensible with JavaScript: add support for custom file formats, write your own actions or tools, and automate your workflow.

What it exports to and what supports it

Tiled exports to Image, JSON, Lua, GameMaker (1.4 and 2.3), Defold, tBIN, and many more formats. It is supported by many game development frameworks, which is the main reason it can sit alongside different engines rather than locking you into one.

Games made with Tiled

Tiled has been used to create levels for shipped games, including:

Game Year
Passageway of the Ancients 2024
Super Catboy 2023
Coromon 2022
Alchemic Cutie 2021
Carrion 2020
Alwa's Legacy 2020
Brigador 2016
Axiom Verge 2015
Shovel Knight 2014

More games made with Tiled can be found on itch.io.

Who it's for

Choose Tiled if you want a standalone, flexible 2D level editor that exports into your existing pipeline and supports tile layers, object layers, large or infinite maps, and scripted extensions. If your levels are simple and already built inside your engine's own tools, a separate editor may add a step you don't need.

Getting started and staying current

The site provides Docs, a Get Started entry point, a Forum, Discord, and a GitHub repository, plus downloads on itch.io. Recent updates include Tiled 1.12.2 (27 May 2026), a larger patch release with fixes for list-typed custom properties and a Properties view regression, and a feature write-up on Automapping (14 July 2026) for letting the right tiles fall into place automatically.

Tiled is funded by sponsors — over 200 sponsors donate about $3600/month, funding roughly 2 days/week of development by Thorbjørn Lindeijer, with a next goal of 3 days/week.

Is Tiled Free and How Is Its Development Funded?

Tiled is free and open source, and its development is funded by voluntary donations rather than sales. The project's site states that over 200 sponsors donate about $3,600 per month, which funds lead developer Thorbjørn Lindeijer to work 2 days per week on Tiled. The next funding goal is 3 days per week. If you only want to use the editor, you can do so without paying; if you want the tool to improve faster, donating is the mechanism the project describes.

What "free and open source" means here

The site describes Tiled as a "free and open source, easy to use, and flexible level editor." In practice that means:

  • No purchase step is described for using the editor. The site's own framing is that it is free and open source.
  • Source and community channels are public. The site links to GitHub, a forum, Discord, and Mastodon alongside its documentation.
  • Downloads are distributed through itch.io. The site's "Download on itch.io" link is the download entry point it presents.

The site does not state a price, a paid tier, or a login requirement for downloading. Treat the absence of a stated price as "no price stated on the page," not as a guarantee about every distribution channel.

How the funding model works

Tiled is not funded by licenses or subscriptions. It is funded by sponsors, and the site is explicit about the conversion between money and development time:

Item Figure stated on the site
Number of sponsors Over 200
Monthly donation total About $3,600 / month
Resulting developer time 2 days/week for Thorbjørn Lindeijer
Next goal 3 days/week of Tiled development

This is the key mechanism to understand: donations do not buy features or support contracts, they buy time on the project. The site frames the current 2 days/week as what the existing sponsor pool sustains, and 3 days/week as the target if donations grow.

What this means if you are deciding whether to use or support Tiled

  • If you need a level editor now: the site presents Tiled as free and open source, with downloads via itch.io. Nothing on the page describes a paid edition you must buy to use it.
  • If you are evaluating long-term risk: the funding page is a transparency signal. A project that publishes its sponsor count, monthly total, and the exact developer days those donations fund is telling you how much sustained attention it currently has.
  • If you want to contribute money: the site's own ask is a "small monthly amount," and it states the goal plainly — moving from 2 to 3 funded days per week. Recurring donations, not one-off purchases, are the model described.
  • If you are a studio or framework author: the site notes Tiled is "supported by many game development frameworks" and exports to formats including Image, JSON, Lua, GameMaker (1.4 and 2.3), Defold, and tBIN. That ecosystem support exists independently of the funding model.

One caveat worth keeping: the site lists sponsors, and it includes an explicit disclaimer that listing sponsors "should not be taken as an endorsement of any provided services." So sponsor logos are a funding acknowledgment, not a recommendation.

Quick answers

Is Tiled free? The site describes it as free and open source, downloadable via itch.io.

How is it funded? By over 200 sponsors donating roughly $3,600/month, which pays for 2 days/week of the lead developer's time.

What is the funding goal? 3 days/week of Tiled development.

Do I have to donate to use it? The site presents donating as optional support for development, not as a condition of use.

What’s New in Tiled: Automapping and the 1.12.2 Release

Tiled’s latest updates focus on two things: Automapping, which places the right tiles for you based on rules, and Tiled 1.12.2, a larger patch release that fixes issues introduced in 1.12 and 1.12.1. If you already use Tiled, the patch is the safer upgrade path; if you’re evaluating it, Automapping is the feature most likely to change how you build levels.

Latest Updates

Focus on Level Design with Automapping (14 July 2026)

Tiled describes Automapping as a way to let “the right tiles fall into place automatically.” Instead of painting every terrain transition by hand, you define rules and Tiled applies them as you edit. The stated goal is to let you focus on level design rather than repetitive tile placement.

This matters most on maps with lots of terrain edges, cliffs, or path borders, where manual painting is slow and error-prone. The official announcement is the place to start for the current rule syntax and examples.

Tiled 1.12.2 Released (27 May 2026)

This is a larger patch release for Tiled 1.12, with follow-up fixes for:

  • The new list-typed custom properties
  • A Properties view regression from 1.12.1
  • A few long-standing bugs

If you’re on 1.12 or 1.12.1 and rely on custom properties or the Properties view, this release is the one to move to. Earlier changes are listed in the News Archive.

What Tiled Is, in One Paragraph

Tiled is a free and open source, easy to use, and flexible level editor. It supports orthogonal, isometric, and hexagonal maps, object layers with rectangles, ellipses, and polygons, and infinite maps that grow as needed. It exports to Image, JSON, Lua, GameMaker (1.4 and 2.3), Defold, tBIN, and more, and is extensible with JavaScript for custom formats, actions, and tools.

Should You Upgrade or Adopt It?

Situation Reasonable choice
On 1.12 or 1.12.1, using custom properties or the Properties view Move to 1.12.2 for the listed fixes
Building terrain-heavy maps by hand Try Automapping to cut repetitive placement
Need a specific export format or framework support Check the export list and framework support before committing
Want to see prior changes before upgrading Read the News Archive first

Where to Go Next

  • Download / Get Started — from the site’s main navigation
  • Docs — for Automapping rules and export details
  • News Archive — for updates before 1.12.2
  • Games made with Tiled — Passageway of the Ancients (2024), Super Catboy (2023), Coromon (2022), Alchemic Cutie (2021), Carrion (2020), Alwa’s Legacy (2020), Brigador (2016), Axiom Verge (2015), Shovel Knight (2014), plus more on itch.io

Tiled is developed by Thorbjørn Lindeijer and many other contributors, with over 200 sponsors donating about $3,600/month, funding 2 days/week of development. The next goal is 3 days/week.

Which Game Development Frameworks and Export Formats Does Tiled Support?

Tiled is a free and open source level editor that exports to Image, JSON, Lua, GameMaker (1.4 and 2.3), Defold, tBIN and many more formats, and it is supported by many game development frameworks. That combination means you can usually keep Tiled as your level-design tool and still load the resulting maps in your existing engine. The main decision is not whether Tiled fits your pipeline, but which export format your engine reads natively and whether you need a custom format.

Export formats you can rely on

Tiled's site lists these export targets explicitly:

Format Typical use
Image Flattened visual output, useful for mockups or non-tile engines
JSON The common interchange format for custom loaders and web/JS engines
Lua Engines and frameworks that consume Lua tables
GameMaker (1.4 and 2.3) Direct import into GameMaker projects
Defold Native Defold tilemap/level data
tBIN Binary tilemap format
"many more" Additional exporters beyond the listed set

If your engine is not in that list, JSON is usually the practical starting point because it is plain structured data you can parse yourself.

Framework support and extensibility

The site states Tiled is "supported by many game development frameworks" without naming a specific list on this page, so treat broad framework compatibility as a claim to verify against your own engine's importer rather than a guaranteed per-engine integration.

Where Tiled removes the guesswork is extensibility:

  • Custom file formats — add support for a format Tiled does not ship with.
  • Custom actions or tools — write your own editing operations.
  • JavaScript — the extension mechanism for all of the above.
  • Workflow automation — script repetitive parts of your pipeline.

This matters when your engine uses a bespoke map format: instead of converting by hand, you can teach Tiled to write it directly.

Workflow features that affect engine integration

  • Project switching — move quickly between projects.
  • Jump to any file within a project — useful when maps, tilesets and templates are spread across folders.
  • Customizable keyboard shortcuts — adapt the editor to your habits.
  • Object templates — avoid repetition when placing the same object types your engine expects.
  • Multi-layer tile editing and rule-based placement — including Automapping, which places tiles automatically based on rules.

What to check before committing

  1. Confirm your engine reads one of the listed formats (or that you can write a JSON/Lua loader).
  2. If it does not, decide whether a JavaScript extension for a custom format is worth the effort versus converting JSON.
  3. Test one real map end to end — export, load in-engine, verify layers, objects and tile properties survive.
  4. Check map-type needs: Tiled supports orthogonal, isometric and hexagonal maps, plus infinite maps that grow as needed, so confirm your engine handles the projection you choose.

Tiled has been used to build levels in shipped games including Shovel Knight (2014), Axiom Verge (2015), Brigador (2016), Carrion (2020), Coromon (2022) and Super Catboy (2023), which is reasonable evidence that the export path holds up in production pipelines — though each of those teams may have used a custom loader.

What map types and editing features does Tiled support?

Tiled supports orthogonal, isometric, and hexagonal maps, with tile layers, object layers, infinite maps, and multi-map worlds. It is a free and open source level editor for 2D games, and it exports to formats used by many game frameworks. If your project uses one of those three map projections and you need layered tile or object editing, Tiled is designed for that job.

Map types

Tiled's map projection determines how tile coordinates map onto the screen. The site lists three supported projections:

Projection Typical use
Orthogonal Top-down and side-view grids where tiles align to a square grid
Isometric Diamond-shaped grids for 2.5D-style top-down games
Hexagonal Hex-grid strategy, tactics, and board-style games

The choice is made per map, so a project can contain maps of different projections if needed.

Tile layer editing

Tile layers are the core of map building in Tiled:

  • Multi-layer tile editing — stack several tile layers in one map, for example a ground layer, a decoration layer, and an overlay layer.
  • Easy and fast terrain painting — paint terrain with tools that handle the surrounding tiles for you.
  • Rule-based tile and object placement — Automapping places tiles automatically based on rules you define. The site's own example: "Wouldn't it be nice if the right tiles fell into place automatically? With Tiled's Automapping, they can!"

Automapping is the feature to look at if you are building large maps with repeating patterns and want to avoid placing every tile by hand.

Object layers

Object layers hold things that are not grid tiles:

  • Annotate the level with rectangles, ellipses, or polygons.
  • Place, resize, and rotate tiles freely, so tiles are not locked to the grid.
  • Avoid repetition with object templates — define an object once and reuse it across the map.

Object layers are the usual place for spawn points, triggers, collision shapes, and other gameplay data that your game code reads from the exported map.

Large worlds and multiple maps

  • Infinite maps grow as needed, so you are not limited to a fixed map size.
  • Worlds let you organize multiple maps into one world and show them together.

This matters when a single level is too small and you want a continuous playable area split across several map files.

Workflow and extensibility

  • Quickly switch between projects and jump to any file within a project.
  • Customizable keyboard shortcuts.
  • Extensible with JavaScript: add support for custom file formats, and write your own actions or tools to automate your workflow.

Export and engine support

Tiled is supported by many game development frameworks and exports to Image, JSON, Lua, GameMaker (1.4 and 2.3), Defold, tBIN, and more. Before committing to Tiled, check that your engine or framework can read one of these formats — that is the practical constraint that decides whether the editor fits your pipeline.

What to check before choosing Tiled

  • Projection match — confirm your game uses orthogonal, isometric, or hexagonal maps.
  • Export format — confirm your framework imports one of the listed formats.
  • Scale of levels — if you need very large or open-ended maps, infinite maps and worlds are the relevant features.
  • Automation needs — if you want rule-based placement or custom tools, Automapping and JavaScript extensibility are the features to evaluate.

Games made with Tiled include Shovel Knight (2014), Axiom Verge (2015), Brigador (2016), Carrion (2020), Coromon (2022), and Super Catboy (2023), which gives a sense of the range of 2D projects the editor has been used for.

Website Overview

Identifiable technologies and additional version or configuration signals make the service easier to fingerprint, which may help targeted scanners narrow their checks. An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality.

Domain and Registration

Registered in 2006, this domain has about 20 years of history. That suggests continuity, although ownership and purpose may have changed. The domain uses the common .org extension, which is not an independent safety signal.

DNS and Email

The observed email authentication setup is incomplete: DMARC is missing. Nameservers are provided by nearlyfreespeech.net, indicating managed DNS hosting. MX records point to the Fastmail email service. The CNAME points to mapeditor.github.io, associated with GitHub Pages. DNSSEC signatures were not detected, so this additional DNS authenticity protection is not confirmed.

TLS and Certificates

The certificate uses an RSA 2048-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. CORS permits any origin to read this response. This is common for public resources; sensitive responses need narrower handling. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. The x-cache, x-served-by, via response header indicates a CDN or caching proxy in the delivery path. No obvious internal addresses or debug information were found in the headers.

Technology Stack Analysis

The public page identifies Jekyll 3.10.0, Fastly, with exact versions exposed for 1 technologies. These details can narrow vulnerability checks, although exposure alone is not a vulnerability.

Search and Social Sharing

The Generator tag identifies Jekyll v3.10.0, making the publishing system easier to fingerprint. Twitter Card metadata is configured. The title has 29 characters, within a common display range. A meta description is present, with 21 characters. The observed directives allow indexing and link following.

Hosting and Email

DNSnearlyfreespeech.net
HostingFastly
EmailFastmail
Approximate IP geolocation (inferred; a CDN or proxy may differ from the origin server) United States flagUnited States Inferred 185.199.108.153

Registration details

RDAP / WHOIS

RegistrarHosting Concepts B.V. d/b/a Registrar.eu
Registered2006-03-07
Expires2027-03-07
Domain statusactive
Nameserversns.phx4.nearlyfreespeech.net、ns.phx7.nearlyfreespeech.net
DNSSECunsigned

DNS records

DNS

TypeNameValueTTLPriority
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Amapeditor.github.io185.199.111.1533600—
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MXmapeditor.orgin1-smtp.messagingengine.com360010
MXmapeditor.orgin2-smtp.messagingengine.com360020
NSmapeditor.orgns.phx4.nearlyfreespeech.net3600—
NSmapeditor.orgns.phx7.nearlyfreespeech.net3600—
TXTmapeditor.orgSNAPCRAFT_IO_VERIFICATION=651d9a13345ecc5b2e5d031e430addc31cf04e5c380667f2212c85c644ec31ca3600—
TXTmapeditor.orgbrave-ledger-verification=b228563214b5e48dff07597f9b9016046f3ed7a3b478f36e30ee33f5586b1e643600—
TXTmapeditor.orgkeybase-site-verification=FyHayBk0c5yI20GghvgGH1apTQ8YtVmNvFjQmro8-cQ3600—
TXTmapeditor.orgv=spf1 include:spf.messagingengine.com ?all3600—
CNAMEwww.mapeditor.orgmapeditor.github.io3600—

TLS and certificates

TLS / SSL

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectwww.mapeditor.org
IssuerLet's Encrypt
Valid until2026-11-21T11:29 · Remaining when checked: 59 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HTTP

HeaderValue
content-typetext/html; charset=utf-8
cache-controlmax-age=600
serverGitHub.com
access-control-allow-origin*

Identified technologies

Jekyll 3.10.0Fastly

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