Arcane Mapper is a mapping tool designed for Digital or Virtual Tabletops and printing for physical play. Put together high quality maps for D&D, Pathfinder, GURPS, Hero or any other Pencil and Paper RPG system - whether on the table top or virtual. It features a simple to use interface for drawing out rooms, adding objects and adding atmosphere with high quality lighting.
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Regional prices
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Price history, US store (USD)
Date
Price
Regular
Discount
2026-09-11 21:59 UTC
$9.99
$9.99
DLC
AppID
Release
Price
No DLC known for this app.
Branches
Branch
Build ID
Description
Updated
Password
public
1918697
2017-06-27 04:22 UTC
Depots
Depot
Name
OS
Size
Download
Public manifest
Notes
228984
windows
from app 228980 · shared install
228986
windows
from app 228980 · shared install
598181
87.24 MB
48.73 MB
4288386092042769278
598182
windows · 64
4.28 MB
1.58 MB
7154063796164680703
598183
windows · 32
3.84 MB
1.42 MB
5347766235322607804
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
Build ID
Branch
Updated
First seen
1918697
public
2017-06-27 04:22 UTC
4 hours ago
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:59 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2017-08-18 04:21 UTC · Community Announcements · Arcane Architect
This is a quick post to let everyone know that there has been some delays getting the next release but that the project is still being developed. The plan is to get a release out by Monday/Tuesday (depending on timezone and what time of day it can be uploaded) and get development back on track. Thank you for supporting the project!
2017-08-18 04:21 UTC · Community Announcements · Arcane Architect
This is a quick post to let everyone know that there has been some delays getting the next release but that the project is still being developed. The plan is to get a release out by Monday/Tuesday (depending on timezone and what time of day it can be uploaded) and get development back on track. Thank you for supporting the project!
2017-06-27 04:46 UTC · Community Announcements · Arcane Architect
There was an update to Arcane Mapper today - however to avoid confusion, I would like to clarify what is in the build. This version does not include the major changes that have been in progress since the last build, which is still on track as discussed in the last post. Unfortunately some art assets were included in the previous version that should not have been. This build was released to rectify that issue, though there are a few minor fixes in as well. This will only affect people who purchased Arcane Mapper in the last few weeks, since the previous release. So if you are wondering why cert
2017-06-27 04:46 UTC · Community Announcements · Arcane Architect
There was an update to Arcane Mapper today - however to avoid confusion, I would like to clarify what is in the build. This version does not include the major changes that have been in progress since the last build, which is still on track as discussed in the last post. Unfortunately some art assets were included in the previous version that should not have been. This build was released to rectify that issue, though there are a few minor fixes in as well. This will only affect people who purchased Arcane Mapper in the last few weeks, since the previous release. So if you are wondering why cert
2017-06-26 03:40 UTC · Community Announcements · Arcane Architect
Hello, it has been some time since an update has been posted. However I am hard at work on the next build - unfortunately some of the improvements required more sweeping changes that originally anticipated. That said the extra time is worth it - the foundations will be much more solid for future work. Generating lighting is now faster and better looking - sharper shadows with better falloff, sharper Ambient occlusion, faster updates, more options to tweak performance and support for much larger maps - among many other improvements. I was hoping to be able to post about a new build tonight, but
2017-06-26 03:40 UTC · Community Announcements · Arcane Architect
Hello, it has been some time since an update has been posted. However I am hard at work on the next build - unfortunately some of the improvements required more sweeping changes that originally anticipated. That said the extra time is worth it - the foundations will be much more solid for future work. Generating lighting is now faster and better looking - sharper shadows with better falloff, sharper Ambient occlusion, faster updates, more options to tweak performance and support for much larger maps - among many other improvements. I was hoping to be able to post about a new build tonight, but
2017-05-30 04:11 UTC · Community Announcements · Arcane Architect
The Tiled Lighting build is taking longer to put together than originally anticipated. In order to avoid a long delay between updates, the build is being split into two parts. Tiled Lighting Part 1 The first part includes the overall improvements and increased performance. The shadow quality has been increased, the shadows being much sharper than before and having more accurate Penumbra - the effect of becoming "wider" and softer as the distance between the contact point and surface increases. Ambient occlusion is also sharper and corners are handled much better - this means that organically s
2017-05-30 04:11 UTC · Community Announcements · Arcane Architect
The Tiled Lighting build is taking longer to put together than originally anticipated. In order to avoid a long delay between updates, the build is being split into two parts. Tiled Lighting Part 1 The first part includes the overall improvements and increased performance. The shadow quality has been increased, the shadows being much sharper than before and having more accurate Penumbra - the effect of becoming "wider" and softer as the distance between the contact point and surface increases. Ambient occlusion is also sharper and corners are handled much better - this means that organically s
2017-05-19 18:41 UTC · Community Announcements · Arcane Architect
In the previous update the "Tiled lighting" build was discussed, including a list of features and improvements that it will bring. Work continues on the build but I wanted to highlight one feature that hasn't been discussed previously. The Problem One area where Arcane Mapper has struggled is with dealing with older computers and integrated graphics parts. The editor, as currently released, demands a lot from your GPU - which is great for people with relatively modern discrete GPUs since a lot is gained by this, such as the realtime lights and shadows that really improve the visual quality of
2017-05-19 18:41 UTC · Community Announcements · Arcane Architect
In the previous update the "Tiled lighting" build was discussed, including a list of features and improvements that it will bring. Work continues on the build but I wanted to highlight one feature that hasn't been discussed previously. The Problem One area where Arcane Mapper has struggled is with dealing with older computers and integrated graphics parts. The editor, as currently released, demands a lot from your GPU - which is great for people with relatively modern discrete GPUs since a lot is gained by this, such as the realtime lights and shadows that really improve the visual quality of
2017-05-13 21:21 UTC · Community Announcements · Arcane Architect
It has been just over a week since the last update of Arcane Mapper, a big update has been in development. The first build listed in Upcoming Builds was released on May 7 and the "Tiled lighting" build has been in progress since then. So what can you expect from the build? Improved performance when using many lights in a map. A light scale in addition to color and range, allowing for much brighter lights. Support for larger maps with proper lighting (up to 200x200 units/cells currently vs. 50x50 in the public version). Obviously larger maps will require more memory. Per frame update limits to
2017-05-13 21:21 UTC · Community Announcements · Arcane Architect
It has been just over a week since the last update of Arcane Mapper, a big update has been in development. The first build listed in Upcoming Builds was released on May 7 and the "Tiled lighting" build has been in progress since then. So what can you expect from the build? Improved performance when using many lights in a map. A light scale in addition to color and range, allowing for much brighter lights. Support for larger maps with proper lighting (up to 200x200 units/cells currently vs. 50x50 in the public version). Obviously larger maps will require more memory. Per frame update limits to
2017-05-08 05:15 UTC · Community Announcements · Arcane Architect
This is the second of a series of Tutorial Videos for Arcane Mapper. *Best watched in fullscreen at 1080p so the text is legible* This is the second in a series of tutorial videos for Arcane Mapper. This tutorial covers adding new assets to your Library, setting up light sources, shadows, textures and tags. Tutorial 2: https://youtu.be/96cmXMGo3GI Entire series: Tutorial 1: Object Manipulation https://youtu.be/38A0yeG3yVM Tutorial 2: Library https://youtu.be/96cmXMGo3GI
2017-05-08 05:15 UTC · Community Announcements · Arcane Architect
This is the second of a series of Tutorial Videos for Arcane Mapper. *Best watched in fullscreen at 1080p so the text is legible* This is the second in a series of tutorial videos for Arcane Mapper. This tutorial covers adding new assets to your Library, setting up light sources, shadows, textures and tags. Tutorial 2: https://youtu.be/96cmXMGo3GI Entire series: Tutorial 1: Object Manipulation https://youtu.be/38A0yeG3yVM Tutorial 2: Library https://youtu.be/96cmXMGo3GI
2017-05-07 21:01 UTC · Community Announcements · Arcane Architect
These features were supposed to be part of the previous build - but this completes the first build in the list of "Upcoming Builds" - "Basic Fixes & Improvements." http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/27894119/8688860abc16550fe10909c3e39cae5c6973daca.png This build allows you to set the default Floor and Wall textures for rooms, which should make texturing dungeons much easier. In addition you can set the default Wall Height, which makes the wall height feature much more useful. If you want to create interiors, such as Inns, a Wall Height of 2 might be good in o
Full appinfo as delivered by Steam PICS, changenumber 36815302. Also at /api/app/598180/raw.