Building Levels with the Canal Sim Editor

A hands-on guide to the web level editor · King Paramount Canal Adventures
No coding needed. If you can fill in a form, you can build a canal.

This guide has two halves in one page. The walkthrough (Sections 1–4) builds real levels from scratch, start to finish — read it in order the first time. The reference at the end (the cheat-sheet, the checker, troubleshooting and glossary) is there to jump back to whenever you're stuck. Use the contents list on the left to hop around.

Introduction

The level editor is a web page that lets you design your own canals for Canal Sim and drop them straight into the game. You build a canal by clicking pieces from a palette — a straight here, a bend there, a lock, a moored boat — and a live picture of your canal updates as you go. When you're happy, you Save it as a file and load that file into the game.

There are two ways of working, and the editor has a switch for each:

Why the checker matters most.

At the bottom of the editor there's a live checker that reads your level as you build. Its promise is simple: if the checker is green, the game will build your level. You never have to guess whether something is allowed — the checker tells you, in plain English, the moment it isn't. Half of learning the editor is just learning to read that bar. We'll come back to it again and again.

A couple of habits worth picking up first:

Opening the editor

Open kingparamount.github.io/canal-sim-builder in a browser. It works best on a laptop or desktop — you'll want the room.

You can come back to this guide at any time from inside the editor: click the ? button in the top-right of the top bar and it opens in a new tab.

The top-right corner of the editor's top bar, with the circular question-mark Help button circled in red.
The ? Help button (top-right of the top bar) opens this guide in a new tab.

The editor at a glance

Once you're in, the screen has four parts. It's worth knowing their names, because the rest of the guide uses them.

The top bar of the editor, with the Stage name field circled on the left and the Levels/Map mode switch circled on the right.
The top bar runs across the top. On the left you name your Stage (and pick which level you're editing); on the right are the Levels / Map mode switch, the Basic / Advanced switch, and the Load and Save buttons.

Basic vs Advanced

The Basic / Advanced switch on the top bar hides or shows the trickier tools. Basic is a tidy starting point — it hides junctions, map mode, NPC routing, out-and-back and narrow locks. Flip to Advanced when you want them (Sections 2–4 assume Advanced). Nothing you build in Basic is lost when you switch.

Section 1 · Build your first level

We'll build a complete, simple level end to end: a ribbon of canal with a bend, a squeeze, a warning message and a parked boat to dodge. We'll call it “The Miller's Run” and put it in the tutorial stage, Helmsman School. Follow along in the editor — by the end you'll have made a real, playable level.

1.1 · Name the stage and the level

On the top bar, type a Stage name — Helmsman School. Then, in the Level box next to it, name this first level The Miller's Run. A stage is just a collection of levels that share a name; you can add up to 20 and switch between them with the same Level dropdown.

1.2 · The Start card

Every level opens with a Start card. It sets who's driving and how the canal begins.

The Start card, outlined in red, showing type, boat, width, max hits, zoom, time, two star conditions, and a start-dialogue box.
The Start card — the level's opening settings.

1.3 · Straights and bends

Now lay some track. Make sure the palette's Track tab is selected, then click a piece to add it — it appears as a new card at the bottom of the list, and the preview updates at once.

The palette's Track tab: tiles for Straight, Curve left, Curve right, Width change and Junction, each with a little drawn thumbnail.
The Track tab. Each tile shows a tiny drawing of what it does.
  1. Click Straight. On its card, set length to 60 ft — a run to get going.
  2. Click Curve left. Set angle 45° and radius 120 ft — a gentle left-hander. (A smaller radius makes a tighter, harder bend; an angle of 180° is a full U-turn.)

Type any number you like. Every number box accepts any whole number you type — the dropdown of presets is only a quick-pick for common values. Want a 137 ft straight or a 33° bend? Just type it. (A few boxes that the game fixes to a set list — camera zoom, marina berth counts — stay as plain dropdowns.)

Close-up of a Width change card with the 'new width' number field circled and a label reading 'Type any number'.
Numbers are free-form — the presets are just there to save typing.

1.4 · A squeeze — the width change

A narrow pinch is a classic test of steering. Click Width change and set:

Widths don't reset. Once you've narrowed to 15 ft the canal stays 15 ft until you change it again. So after the scary bit, add another Width change (both, back to 25 ft, over 30 ft) to open it out.

1.5 · A pop-up message

Switch the palette to the Features tab and click Dialogue. Type your warning: Mind the squeeze! A dialogue box pauses the boat (and the timer) until the player taps to dismiss it — good for hints, a bit of story, or a joke. Put this one before the squeeze so it warns in time.

The palette's Features tab: tiles for Lock, Moored boat, NPC boat, Wharf and Dialogue.
The Features tab — the things that happen along the canal.

(To split one Dialogue card into several bubbles in a row, separate them with a / — e.g. Nearly there. / Mind the squeeze!)

1.6 · A boat to dodge

Click Moored boat and pick a class — a little Waterbeetle. It drops a parked boat against the towpath for the player to squeeze past. The editor makes the section just long enough to hold it. Bumping it hurts exactly like hitting the bank.

1.7 · The End card

At the bottom of the list is the End card. Like Start, its type can be Stank, Stub, Marina or Wharf. Leave it as Stank — the level finishes the moment the player reaches it. (You can add an End dialogue here too, for a closing line.)

1.8 · Read the checker

Glance at the bar along the bottom. If everything's in order it reads:

The status bar reading, in green, 'Level builds — good to go.'
Green: the game will build this level exactly as drawn.

If something's wrong, the bar turns red and names the problem. For instance, if you add a wharf and leave its name blank:

The status bar in red reading 'This level won't build yet — 1 problem to fix: A wharf name can't be blank.'
Red: a problem to fix, spelled out. Hover any item for the fuller explanation and a suggested fix. A red bar blocks Save; an amber note is only advice.

1.9 · Save it — and get it into the game

Click Save (top right). The editor downloads your whole stage as a single .json file. To play it: open Canal Sim and go to Settings → Bonus Stage, then load that file. Your levels appear as ordinary levels — the game can't tell they were homemade.

Save is the real export. The .json file is your stage. Keep it safe; to carry on editing later, click Load and pick it back up. (There's also a 🗺 Export as PNG button that saves a pretty map picture of your canal — that's just an image to share, not the way into the game.)

1.10 · Worked example — The Miller's Run

Here's the finished level. Notice how the section list reads straight down — Start, then each piece in order, then End — and how the preview mirrors it, with the squeeze pinching in and the moored boat to pass.

The full editor showing The Miller's Run: palette on the left, a live canal preview that starts wide, bends left and pinches to a narrow squeeze, and the section-list cards on the right.
The Miller's Run, complete. Reading the cards down the right: Start (PatBraces, 25 ft) → Straight 60 ft → Curve left 45°/120 ft → Width change to 15 ft (the squeeze) → “Mind the squeeze!” → Straight 80 ft → Width change back to 25 ft → Moored boat → End. The bottom bar is green — good to go.

Every card has a row of small buttons — drag the ⠿ grip to reorder, use ↑ ↓ to nudge a piece up or down the list, ⧉ to duplicate it, and ✕ to delete it. That's all you need to reshape a level.

Section 2 · Adding detail

Section 1 got a level working. This section adds the things that turn a bare canal into a proper challenge. Flip the top bar to Advanced to see everything.

2.1 · Timers and bonus stars

Back on the Start card:

ConditionEarned by…
Clean runnot hitting anything
No speedingnever breaking the 4 mph limit
No lives lostfinishing first try — never crashing out
No reversenever deliberately reversing (tough!)
No NPC hitsnot bumping a moving boat (needs one in the level)
Finish under… (s)finishing inside N seconds — set a timer too
At most… hitsno more than N bumps
Moor at…stopping at a particular wharf on the way

Pick a pair that pulls two ways. “Clean run” and “No NPC hits” overlap — win the first and you get the second free. Better to ask for clean and quick, or clean and no reverse, so each star is its own challenge.

2.2 · Wharves

A wharf is a concrete quay along the towpath the player can pull in at. Add one from the Features tab. Its card has:

Why wharf names should be simple.

The editor turns the name you type into a tidy lowercase id behind the scenes and builds the sign and the spoken name from it. Plain names (“Stoke”, “Penny Bridge”) work best. You can drop a wharf's name into any message with {wharf:stoke} and the game fills in “Stoke Wharf”.

2.3 · Moving boats (NPCs)

An NPC boat is a second narrowboat that drives itself — coming the other way, or heading off up the canal. Add one from Features, place it where you want it to start, and set:

Give NPCs room. Up to five per level, and they must be spaced out (the checker will warn if two are too close). Aim a boat sent to a destination at somewhere out of sight — it vanishes on arrival rather than mooring up neatly.

2.4 · Locks

A lock raises or lowers the boat between two stretches of canal at different heights. Add one from Features and set its directionup (the boat climbs) or down. The editor builds the whole thing for you: the entry quay, the chamber, and the exit quay. In the text box you can put a landing message (shown as the player moors) and a chamber message (during the cycle), separated by a /.

Tick narrow Adv for a tight single-boat lock instead of the roomy default. Put two or three lock cards right next to each other in the list and the game merges them into a flight, sharing quays between chambers.

A timer keeps ticking through a lock, and one lock cycle takes 20–30 seconds. If your level is timed and has a lock, be generous with the clock.

2.5 · Start and finish anywhere

The Start and End type dropdowns include Wharf as well as Stank/Stub. Choose Wharf and the player begins moored there (Start) or finishes by mooring there (End) — for delivering a parcel or picking up a passenger. A name box appears; fill it in.

2.6 · Marinas

A marina is the third kind of Start/End type: a wide pool fronted by a row of berths you reverse stern-first into. Choose Marina for the Start or End type and you get two boxes: a berths count and a name.

You give a berth count, not a list. Type how many berths the pool has (9 to 12) and the editor fills it for you — always keeping the first and last berth occupied to frame the pool, and leaving empty slots to spawn, moor or finish in. You don't place individual boats. It's a deliberate simplification: it keeps marinas quick to author and impossible to get wrong.

You can mix families freely — start at a marina and finish at a stank, or vice-versa. And an out & back tickbox Adv on a stank/stub start makes the level a there-and-back trip: sail out, wind the boat right around at the far end, and return. Leave enough width out there to turn a boat the length of yours, or the checker will stop you.

Section 3 · Advanced — junctions and side-arms

Most levels are a single ribbon of canal. A junction branches a side-arm off the main line — a spur the player (or a boat) can turn up, travel along, and reverse back out of. You'll find Junction on the Track tab (in Advanced mode).

Add a Junction and its card lets you set which side it leaves from, the angle it leaves at, and the branch's width. Then click Edit branch → to drill into the arm: the section list now shows the branch's own pieces, and a breadcrumb at the top (Main line › right branch) shows where you are. Build the arm just like a mini-canal — straights, bends, a wharf, even a lock — then click Main line in the breadcrumb to come back out.

Make your junctions wide. A boat needs room to swing round where the arm meets the main line — a long boat especially. Use a generous angle (70–90° is kind), a decent branch width, and if in doubt fan the main line out with a Width change just before the junction and back in just after. The checker warns about very sharp arms.

Crossings just happen. If you bend a canal far enough that it loops back over its own path, the editor spots it and draws a bridge (same water level) or an aqueduct (if one side has been through a lock) automatically. You don't author it — just leave a straight section on each side where they cross, and check the preview to see it appear.

Section 4 · Map mode

Map mode is a different way of working, worth its own section. Instead of drawing a separate little canal for every level, you draw one big canal network once — a trunk with lots of wharves, marinas and side-arms — and then carve a whole stage of missions out of it. Each mission is the same water with a different start and finish picked out.

Switch it on with Map on the top bar. Map mode is always Advanced, and it works in two steps, shown as tabs: ① Draw map and ② Define missions.

① Draw the map

Drawing the map uses exactly the same palette and cards you already know — you're just building one long, branchy master canal instead of a short level. Give it a Map Title on the top bar. Add wharves and marinas wherever a mission might want to start or finish, and junctions for the side-arms.

The middle preview swaps to a live OS-style map of the whole network — the same map the game draws.

A hand-drawn-style Ordnance-Survey map of the Blue Princess canal network: a big loop of blue canal with labelled wharves and marinas, clumps of trees, and a legend box.
The live map preview. Every wharf and marina is labelled; each moored boat is numbered Boat 1, Boat 2… — those numbers matter in step ②.

In map mode, marinas are just a berth count and a name — no must-moor, no messages on the master. That's because a wharf or marina on the master is scenery until a mission gives it a job. You set the must-moors and the messages per mission, next.

② Define missions

Click ② Define missions. The right-hand panel becomes a list of missions; click + New mission to add one, and it opens an edit form beside the map so you can see both.

Map mode, editing a mission: the OS map on the left with a pink highlighted route from a marina to a wharf near the bottom-left, and the mission edit form on the right with Spawn at, Finish at and a Must-moor list.
Editing a mission. The map shows a pink route highlight from the chosen spawn to the finish, so you can see the journey you're describing.

Each mission re-roles the shared master. The form's main choices are:

The full mission edit form on a small example map: Name, Spawn at, Finish at, a Must-moor list with one stop ticked, an NPC boat with its delay/launch/destination options, intro and arrival dialogue, and the per-mission boat, stars, hits, zoom and timer.
The whole mission form (shown on a small three-wharf example so it fits). Every control here re-roles the one master map: pick a spawn and finish, tick must-moor stops, turn moored boats into NPCs (with their own launch timing and destination), add the briefing and arrival dialogue, and set this mission's boat, stars, hits, zoom and timer. No new canal is drawn.

Edit the master once, and every mission updates. That's the whole point of map mode: twenty missions can share one canal, so fixing a bend fixes it everywhere at once.

Export the stage

Click Save as before. In map mode it bundles the master map and all its missions into one .json file (and bakes the map picture in). Load it in the game via Settings → Bonus Stage, exactly like a level-mode stage — the missions show up as ordinary levels.

The checker, in full

The bar along the bottom is your safety net. It reads the level live and reports in three states:

Trust the checker over this guide. It runs the exact same rules the game uses when it imports your file. If the checker is happy, the game will be too — so build boldly and let the bar catch you.

Cheat-sheet

Palette — Track tab

PieceWhat it does
StraightA straight run — set its length.
Curve left / rightA bend — set the angle and turning radius.
Width changeNarrow or widen — left, right or both banks — over a distance.
Junction AdvA side-arm; drill in to build the branch.

Palette — Features tab

PieceWhat it does
LockAn up or down lock (tick narrow for a tight one), with optional messages.
WharfA quay to moor at — optional must-moor and message.
Moored boatA parked boat to squeeze past.
NPC boatA self-driving boat — set delay, launch trigger and destination.
DialogueA pop-up message. Use / to split into several bubbles.

Start / End types

TypeMeaning
Stank / StubA back / far wall — two looks for the same opener/closer.
WharfStart moored, or finish by mooring, at a named quay.
MarinaA pool of berths (give a count + name); reverse in to start/finish.

Dialogue name tokens

In any message: {wharf:stoke} → “Stoke Wharf”, {marina:home} → “Home Marina”. The name comes from the place's own id, so the sign and the spoken line always match.

Honest limits

A few things the game's oldest hand-built levels can do that the editor deliberately doesn't — so you don't go hunting for a control that isn't there. None of these is a bug; each keeps the tool simpler and its checker trustworthy.

Troubleshooting

The checker is red and I don't understand why

Hover the red item — the tooltip gives the full problem and a suggested fix. The most common ones: a blank wharf/marina name, an out-and-back with nowhere wide enough to turn, two NPC boats too close together, or a junction that's too sharp or empty.

My mission's boat numbers don't match what I expected

“Boat 1, Boat 2…” are numbered in the order they appear along the master canal. Add or remove a moored boat on the master and the numbering shifts — re-check your mission's NPC tickboxes after editing the map.

Save does nothing / won't download

A red checker blocks Save. Fix the listed problems first. If the bar is green and it still won't save, check your browser hasn't blocked the download.

I loaded a file and something looks off

Use Load only on .json files this editor saved. Loading shows a note if it had to adjust anything. The one built-in stage the editor can't re-open is the original Blue Princess JSON (it has no editor data baked in) — but a stage you saved always reloads.

Glossary

StageA named collection of up to 20 levels (or, in map mode, one map's worth of missions).
MasterThe one big canal network you draw in map mode; missions are carved from it.
MissionOne playable journey across the master — a spawn, a finish, and the details.
Junction / branch / side-armA spur of canal off the main line, drilled into to edit.
Stank / stubA wall that opens or ends the canal — two looks for the same thing.
WharfA quay along the towpath to moor at.
Marina / berthA pool of mooring slots (berths); you reverse stern-first into an empty one.
Out-and-backA there-and-back level: sail out, wind (turn) around, come home.
Wind(rhymes with find) to turn a boat right around; needs a wide spot.
NPCA self-driving boat the game steers.
Atlas / OS-mapThe Ordnance-Survey-style map picture of a canal network.
The checkerThe live status bar that guarantees a green level will build.