The all-in-one visual map and RPG quest IDE for vanilla DayZ servers.
Build living worlds with real terrain, interactive NPC conversations, branching quests, custom loot, and one-click signed mod exports.
🌐 Live Showcase Site • ❤️ Patreon / Insider Builds • 🚀 Quick Start • 📥 Download Setup (.exe) • 💡 Why DayZ Studio? • ◈ Patreon Cafe • ✨ Feature Tour • 🔄 Workflow • ⌨️ Shortcuts • 🔧 Troubleshooting • 💬 Issues & Feedback
Note
Fan-Made & Safe: DayZ Studio is an independent fan-made tool and is not affiliated with Bohemia Interactive. The repository contains only the editor's original code. Terrain, models, textures, and economy definitions are extracted locally from your own Steam DayZ installation on first run and remain on your PC.
Traditional DayZ map editing and quest writing require managing half a dozen clunky external tools, complex JSON configs, manual Enforce scripting, and heavy server mod dependencies like Community Framework (CF) or DayZ Expansion.
DayZ Studio changes that completely:
| Capability | Traditional DayZ Modding | With DayZ Studio ◈ |
|---|---|---|
| Server Dependencies | Requires CF, Dabs Framework, Expansion, or custom mod suites | 100% Vanilla Server Compatible. Players need zero third-party frameworks |
| Map & Terrain Fidelity | Flat 2D maps or desynced 3D coordinates | Real In-Game Terrain. Satellite imagery, heightmaps & ODOL 3D building meshes |
| Object Eraser | Manual coordinates in init.c or cumbersome delete files |
Visual 1-Click Eraser. Click any vanilla tree, wall, or building to erase |
| Quest System | Scripting triggers & dialogues manually in Enforce/JSON | Visual Node Graph. Skyrim-style dialogue trees, voice-lines & quest chains |
| Testing Iteration | Repack PBO ➔ Sign key ➔ Restart server (5–10 min loop) | Docked In-Editor Game Viewport. Walk through edits with live Central Economy (<10s) |
| Economy & Loot | Manual XML editing (types.xml, mapgrouppos.xml) |
Visual Loot Spawns & Zones. Draw loot tiers & usage polygons directly on map |
| Export & Deployment | Manual command-line binarizing (DSUtils, MakePbo) |
Automated 1-Click Signed PBO. Generates signed .pbo, .bikey & INSTALL.txt |
| Steam Workshop | Manual command line publishing tools or batch scripts | Direct Workshop Publishing. 1-click upload PBO, keys & changelogs via Steam |
DayZ Studio interfaces directly with your local DayZ game files, giving you a lightning-fast visual authoring loop:
flowchart LR
subgraph S1["1. Local Game Assets"]
A["🎮 Steam DayZ Install"] -->|"One-Time Capture"| B["◈ DayZ Studio Core"]
A2["DayZ Tools & Server"] -.->|"Mod Signing & Test"| B
end
subgraph S2["2. Visual Authoring IDE"]
B --> C1["🗺️ 2D/3D Map Editor<br>& Object Eraser"]
B --> C2["📜 Node Quest Graph<br>& Dialogue Trees"]
B --> C3["🎒 Loot Spawns<br>& Economy Zones"]
B --> C4["🧩 Enforce Script IDE<br>& Live Linter"]
end
subgraph S3["3. Instant Verification"]
C1 & C2 & C3 & C4 --> D["🎮 Embedded Game Viewport<br>(Loot, Infected, NPCs, Quests)"]
end
subgraph S4["4. Production Export"]
D -->|"1-Click Build"| E["📦 Signed .PBO Mod + .bikey"]
E -->|"Direct Upload"| W["☁️ Steam Workshop"]
E -->|"Direct Deploy"| F["🌐 Vanilla DayZ Server"]
end
style B fill:#14171d,stroke:#22d3ee,stroke-width:2px,color:#fff
style D fill:#14171d,stroke:#34d399,stroke-width:2px,color:#fff
style E fill:#14171d,stroke:#f59e0b,stroke-width:2px,color:#fff
style W fill:#14171d,stroke:#38bdf8,stroke-width:2px,color:#fff
style F fill:#14171d,stroke:#a855f7,stroke-width:2px,color:#fff
| Tool | Purpose | Where to Find |
|---|---|---|
| DayZ | Studio reads terrain, models, and classes from your game install | Steam Client |
| DayZ Tools | Automatically binarizes and cryptographically signs your exported .pbo mods |
Steam ▸ Library ▸ Tools ▸ DayZ Tools |
| DayZ Server (Optional) | Test multiplayer quest syncing & local server compilation straight from the IDE | Steam ▸ Library ▸ Tools ▸ DayZ Server |
Download DayZStudio-Setup-<version>.exe from the Latest Release and run the installer. Python, runtime dependencies, and the desktop shell are all bundled.
- Single-user install: Installs to
%LOCALAPPDATA%\DayZStudiowith no administrator privileges needed. - Auto-Updater: Studio automatically checks for updates on startup (File ▸ ⟳ Check for updates…) and updates without losing projects or workspace layouts.
- Preserved workspace: Projects and mod signing keys live permanently in
Documents\DayZStudio, remaining safe across reinstalls and updates.
Tip
Because DayZ Studio is an independent alpha tool without a costly EV code-signing certificate, Windows SmartScreen may show "Windows protected your PC". Simply click More info ▸ Run anyway.
Running from Source (ZIP / Git for Developers)
If you prefer running directly from source:
- Ensure Python 3.10+ is installed with
pip install pillow numpy. - (Optional) Install Node.js LTS for the Electron desktop wrapper.
- Clone or extract the repository:
git clone https://github.com/ghosthex-dev/dayz-studio.git cd dayz-studio - Launch via helper scripts:
run_desktop.bat— Launches the full Electron desktop app with docked game viewport support.run_studio.bat— Starts the local web server athttp://localhost:8765(usable directly in your browser).
To build your own standalone installer:
python tools\make_installer.pyBecause DayZ Studio distributes zero proprietary game files, it builds its local cache directly from your own game on first run:
- 🗺 2D Map Imagery: Open the Map view. With nothing selected, click ⬇ Extract … imagery from DayZ in the right panel.
- ⚙ Terrain, Buildings & Classes: Switch to the Game setup tab on the left and click ⬇ Capture from the game. DayZ launches briefly, records map heights and surface bounds, and exits. Then click ☰ Capture class list (~5,000 game classes).
- 🌲 3D World Objects: Press 🌲 Capture world objects (~3 minutes). This builds the streaming low-poly LOD scene for props, rocks, and trees.
Supported maps: Chernarus+, Livonia, Sakhal, Nasdara, and future DLC maps automatically discovered from your DayZ\Addons directory, plus community terrains like Namalsk and Deer Isle.
Mod maps: subscribe to the map on the Steam Workshop and Studio finds it (also an @folder in your DayZ folder). Imagery, loot and loot zones are extracted from the mod's own files; capture, the game view and the local test server load the map mod together with the mods it needs (Deer Isle: CF). DayZ Server has no mission for a mod map, so Install server mission (Map view ▸ World) copies the one the map mod brings into DayZServer\mpmissions. After a map update it offers Update server mission and keeps the old folder in Studio's mission_backups.
New to DayZ Studio? Go to File ▸ Templates & examples ▸ Showcase: camp, factions & RPG.
This instantly generates a fully playable survivor outpost at the center of the map featuring:
- A Survivor camp with a talking NPC trader and quest giver who sits by the fire and waves you over.
- Vlad, a sentry who patrols the camp by day and sits by the fire at night, and Olga, who walks you to the road if you ask.
- An interactive supply container requiring player XP.
- A Bandit checkpoint guarded by an armed faction NPC.
- A drivable car vehicle reward, reputation adjustments, custom HUD, and custom Enforce nodes.
- Press ▶ Launch or Test on local server to play it immediately!
Precision mapping on authentic DayZ satellite imagery with full 3D object interaction.
- To-Scale 2D Canvas: Smooth pan & zoom across high-resolution 4096px overviews and 512px zoom tiles extracted directly from your game PBOs.
- Real ODOL 3D Meshes: Built-in direct binarized
.p3dODOL reader (tools/odol_reader.py) renders authentic building models, diffuse textures, and materials. - ✂ Vanilla Object Eraser: Click on any vanilla tree, road sign, rock, fence, or building in the 3D view and click Remove. Studio hides the object in the editor and automatically compiles clean removal instructions into your mod (
DSMapEditsDatawith AI path updates) or Expansion delete lines. - 3D Transform Gizmo: Translate, rotate (yaw/pitch/roll), and scale objects in 3D space (
1/2/3keys). Toggle surface snapping (O) to drop objects directly onto roofs, walls, or terrain slope (N). - Prefab Stamps & Brushes: Save selected arrangements as reusable
.dzprefab.jsonstamps. Paint props across terrain using Scatter, Line, or Ring brushes with randomized rotation and scaling. - 🔥 Performance Heatmap: Visualize object density within DayZ's 150 m network bubble (green ➔ yellow ➔ orange ➔ red) to catch FPS drops and server desync before deploying.
- Cross-Editor Compatibility: Seamlessly import saves from DayZ Editor (
.dzev1–8), DayZ Expansion (.map/.txt), and legacyinit.cSpawnObjectblocks.
Technical Details & CLI Utilities (ODOL extraction, scene building)
- Building Model Extraction:
tools/extract_models.py [world]reads building UVs, materials, and diffuse.paatextures from your DayZ PBOs intotextures.json/.binandmodels.json/.bin. Use--tex 256for sharper textures, or--no-texfor geometry only. - Streaming Scene Builder:
tools/build_scene.pyextracts ~2.9 million Chernarus objects via the game engine, sorting them into 250 m LOD chunks for buttery-smooth 3D viewport navigation. - Terrain CLI Extraction:
pip install pillow python tools/extract_maps.py # Extracts all maps from auto-detected Steam DayZ python tools/extract_maps.py --world nasdara # Single map extraction python tools/worlds.py # Lists all available maps on this PC
Create deep, branching survival RPG questlines with zero script coding required.
flowchart TD
T["🎯 Area Trigger: Military Checkpoint"] --> C{"🔍 Condition: Bleeding or Sick?"}
C -->|"Yes (Injured)"| N1["💬 NPC: Medic Alexei<br><i>'You look rough, survivor. Take this.'</i>"]
C -->|"No"| O1["⚔️ Objective: Eliminate 5 Infected"]
N1 --> R1["🎁 Immediate Aid: Morphine + Bandage"]
R1 --> O1
O1 --> OB["⭐ Bonus Objective: Retrieve Flight Recorder"]
O1 --> QC["🏆 Quest Complete: +250 XP & $100 Cash"]
OB --> QC
style T fill:#14171d,stroke:#22d3ee,stroke-width:2px,color:#fff
style C fill:#14171d,stroke:#fbbf24,stroke-width:2px,color:#fff
style N1 fill:#14171d,stroke:#38bdf8,stroke-width:2px,color:#fff
style O1 fill:#14171d,stroke:#f87171,stroke-width:2px,color:#fff
style OB fill:#14171d,stroke:#fbbf24,stroke-width:2px,color:#fff
style QC fill:#14171d,stroke:#34d399,stroke-width:2px,color:#fff
- Interactive Dialogue Trees: Players approach an NPC, see a dynamic
[F] Talkprompt, and enter a cinematic conversation camera. Text types out with 1–4 reply choices, condition checks, and exit buttons. - Voice-Line Integration: Attach custom
.oggor.wavaudio files to any dialogue line. Studio automatically writes the sound shaders and sound sets into the exported mod config. - Dynamic Branching & Conditions: Filter dialogue choices based on held items, player health, bleeding state, time of day (day/night), weather (rain/fog/storm), completed quests, or faction standing.
- NPC Outfits & Behaviour: Dress NPCs using 31 survivor models, 13 outfit presets (Survivor, Hunter, Soldier, Police, Bandit, Hazmat, etc.), and randomizers - then give them patrols, routines and reactions in the NPCs tab.
- In-Game Compass HUD & Journal: Players can track active objectives on their compass, view distance markers, and press
Jto open a full in-game Quest Journal with active/completed checklists and quest abandonment options. - Bonus Objectives & Chains: Add optional side objectives marked in gold, or link quests into multi-part story chains with automatic prerequisite gating.
NPC Patrols, Conversation Conditions & Voice Lines
- Patrol Routes: In the NPCs tab, add a Patrol activity, click + Draw a patrol route and click waypoints. NPCs walk straight between them, yield to players within 3 m who initiate dialogue, and resume patrol when finished. Armed faction guards automatically pause patrol to aim at Hostile players.
- Audio Voice Lines: Studio organizes attached audio into
source/<mod>/sounds/and generates completeCfgSoundShadersandCfgSoundSetsentries inconfig.cpp. - Multi-Quest NPCs: Several quests can pick the same NPC; in game it is one character that talks about the active quest first, then newly available ones.
Give every character a life of their own - patrols, routines, reactions and favours - with a node graph.
flowchart LR
S["✦ Spawned"] --> A["🧍 Stand at: the camp fire<br><i>sits, warming hands</i>"]
N["👣 Player comes near"] --> F["👀 Face player"] --> W["👋 Emote: wave"] --> Y["🗨 Say: 'Welcome to the camp.'"]
T["💬 Talked to"] --> E["🧭 Escort to: the road"] --> G["🎁 Give item: apple"] --> B["➜ Walk back"] --> R["🌀 Wander"]
style S fill:#14171d,stroke:#22c55e,stroke-width:2px,color:#fff
style N fill:#14171d,stroke:#22c55e,stroke-width:2px,color:#fff
style T fill:#14171d,stroke:#22c55e,stroke-width:2px,color:#fff
style A fill:#14171d,stroke:#38bdf8,stroke-width:2px,color:#fff
style E fill:#14171d,stroke:#38bdf8,stroke-width:2px,color:#fff
style R fill:#14171d,stroke:#38bdf8,stroke-width:2px,color:#fff
style F fill:#14171d,stroke:#f59e0b,stroke-width:2px,color:#fff
style W fill:#14171d,stroke:#f59e0b,stroke-width:2px,color:#fff
style Y fill:#14171d,stroke:#f59e0b,stroke-width:2px,color:#fff
style G fill:#14171d,stroke:#f59e0b,stroke-width:2px,color:#fff
style B fill:#14171d,stroke:#f59e0b,stroke-width:2px,color:#fff
- 👤 NPCs Tab (
Alt + 5): Every NPC is its own character - look, outfit, gear, weapon, position, faction and trader - with its own behaviour graph. Quests pick NPCs from here, so one character can give several quests. NPCs no quest uses still spawn and go about their routine. - Events → Actions: Events start a chain - Spawned, Player comes near, Talked to, Hostile player seen, Time of day, Condition. Activities run until something replaces them - Patrol, Wander, Stand at, Follow player, Escort to, Guard. Steps run in order - Walk to, Wait, Face player, Say, Emote, Give item, Set server variable, Leave. Flow - Only if, Random.
- Schedules: Two Time of day events give an NPC a routine - patrol the camp by day, sit by the fire at night.
- Say & Emotes: Lines appear above the NPC's head for nearby players. 19 emotes from the game - wave, point, salute, come here, nod, clap, shrug, sit, sit by the fire, dance and more; an NPC stands up before it waves.
- Follow & Escort: An NPC follows the player who talked to it (and calls after them when they run off), or leads them somewhere, waiting when they fall behind.
- Always Talkable: NPCs stop and turn to a player within 3 m; the talk prompt, conversations and the trade screen follow them wherever their routine takes them.
- 🧩 Custom NPC Nodes: Write your own steps (
npc,player, settings) and events (checked every second for each player nearby) in Enforce Script - right-click the graph ▸ Make your own node…. - On the Map: Every NPC shows with its name; the open one shows its patrol route, wander area and destinations. Click to select, drag to move, double-click to open its graph.
Behaviour Runtime & Upgrading Older Projects
- Runtime: The quest mod keeps one brain per character (
DSBrain), ticked once a second: an event queue of steps, the current activity, and a script command that walks, turns and plays gestures on characters nobody controls. Behaviour graphs are exported toquests.json(brains). - Older Projects: NPCs set up inside quests before the NPCs tab existed are turned into NPCs automatically when a project opens - quest chains sharing one character become one NPC, and an old patrol becomes Spawned → Patrol.
- Play-Test Trace: In play-test mode the progress log lists every event and step each NPC runs.
Walk through your edits in the real DayZ engine without leaving the editor window.
- Embedded Game Window: The desktop app embeds a borderless DayZ client directly inside the editor layout. Walk, fly the camera, or teleport (
tp) to any map location. - 🎒 Central Economy Live Simulation: Launches with DayZ's real Central Economy active:
- Dynamic loot spawns in buildings based on your loot definitions.
- Real infected roam towns and react to your character.
- Wild animals and environmental spawns populate the landscape.
- Toggle 🎒 Loot & infected off anytime for a peaceful building environment.
- Bidirectional Live Sync: Moving an object in Studio updates its position in the game within a second. Selecting an object in-game highlights it in Studio.
- Live Quest Visualization: Renders translucent quest trigger cylinders, beacon pillars, and flow lines live inside the running game viewport.
- 🧩 Your Workshop mods: With nothing selected, Inspector ▸ Mods ▸ Choose mods… lists every mod you're subscribed to on the Steam Workshop (and
@foldersin your DayZ folder). The ones you tick load in the game view, captures (so Capture class list knows their items), the local test server and Join - the mods they require come along by themselves (e.g. DayZ-Editor → Dabs Framework + CF). Mark a mod server only to load it with-serverModon the local server and keep it off the client. 💾 Save as list… keeps a named mod list any project can load again, and the exported mod'sINSTALL.txttells server owners which mods to load with it.
Standalone Viewport Architecture & CE Details
- Zero-Dependency Viewport: Uses
bridge/DZStudioWorld(no CF or Dabs required). Launches offline with-mod=@DZStudioWorldand an isolated mission sandbox. - Central Economy Unpacking: Economy files (
db/types.xml,events.xml,mapgrouppos.xml,areaflags.map) are unpacked directly fromworlds_<map>_ce.pbo. The temporarystorage_*directory is wiped on every launch for clean, reproducible testing. - Dabs Framework Fallback: For users who prefer the legacy DayZ Editor, the engine dropdown allows switching to Dabs mode at any time.
Build thriving player hubs, trading posts, and territorial survival factions.
- 💵 Dollar Bills ($1 – $100): Real vanilla inventory items (
DSQ_Dollar1…DSQ_Dollar100) that stack up to 1,000 bills, split like rags, and can be traded or looted. Drop in your own custom paper bill textures anytime viaDocuments\DayZStudio\Assets\Currency. - 🛒 Interactive Trader Stores: Attach stores to any NPC. Configure two-column buy/sell lists with stock limits, quantity trades, and condition locks (e.g. "Requires Friendly faction standing").
- 🏳️ Faction Reputation: Establish factions (Survivors, Military, Bandits) with customizable standing ranges (−1000 to +1000). Set dynamic kill rules (reputation gain for killing zombies; penalties for killing faction allies) and territory zones.
- 📊 Player Stats & Item Gating: Track custom stats like XP, bounties, or skill tiers across player sessions (
players/<steam_id>.json). Gate high-tier gear with strict requirements (e.g. "M4A1 requires XP ≥ 300"). - Interactive Usable Objects: Turn static world props (doors, terminals, lockboxes, power generators) into interactable objects requiring specific key items, XP, or quest steps to unlock.
Custom Currencies, Economy XML & Loot Zones
- Custom Currencies: Map traders to custom money items (e.g.
Coin_Gold = 100) or a player bank stat balance. - Loot Spawns & Zones: Edit
mapgrouppos.xmlandmapgroupproto.xmlvisually. Draw custom polygon / rectangle / circle zones ontoareaflags.mapto set or modify tiers (Tier1–Tier4) and usage categories (Military, Coast, Town). - Stock & Pricing: Traders support item quantity trading (hold Shift to trade 10), stock refill on server restarts, and automatic change returned in dollar bills.
From visual design to player-ready Steam Workshop mod in a single click.
- Automated Cryptographic Signing: DayZ Studio generates a private keypair (
.biprivatekey/.bikey) insideDocuments\DayZStudio\Keysand signs every built.pboautomatically using DayZ Tools. - Direct Steam Workshop Publishing: Go to File ▸ ☁ Publish to Steam Workshop…:
- Uploads the PBO, signature, public
.bikey, and auto-generatedmod.cppdirectly through your active Steam client. - Automatically writes a first-draft description from project contents and tags the item.
- Updates existing Workshop items with change notes seamlessly.
- Uploads the PBO, signature, public
- Ready-to-Deploy ZIP: Generates a server-ready distribution archive containing:
- The
@YourModfolder with signed.pboand config. - Public
.bikeyfile for the server'skeys/directory. INSTALL.txtstep-by-step instructions for server owners.
- The
- Local Dedicated Multiplayer Server: Boot a real local
DayZServer_x64.exeinstance with your mod loaded to verify multiplayer RPCs, player reconnection, and BattlEye security.
A dedicated Enforce Script IDE with instant feedback and push-button mod distribution.
flowchart LR
IDE["💻 Visual IDE & Nodes"] --> LINT["⚡ Real-Time Syntax Linter"]
LINT --> BUILD["🧰 Automated PBO Packager"]
BUILD --> SIGN["🔐 Crypto Signer (.biprivatekey / .bikey)"]
SIGN --> OUT["📦 @YourMod ZIP + INSTALL.txt"]
OUT --> TEST["▶ 1-Click Local Dedicated Server Launch"]
style IDE fill:#14171d,stroke:#22d3ee,stroke-width:2px,color:#fff
style LINT fill:#14171d,stroke:#fbbf24,stroke-width:2px,color:#fff
style BUILD fill:#14171d,stroke:#38bdf8,stroke-width:2px,color:#fff
style SIGN fill:#14171d,stroke:#a855f7,stroke-width:2px,color:#fff
style OUT fill:#14171d,stroke:#34d399,stroke-width:2px,color:#fff
style TEST fill:#14171d,stroke:#f97316,stroke-width:2px,color:#fff
- In-Editor Enforce IDE: Syntax highlighting, auto-indentation, and a live syntax checker that flags common DayZ script bugs as you type (unclosed brackets, missing semicolons, reserved keywords, invalid assignments).
- Live Server Console: Connects directly to
script.logand RPT logs during local server playtesting. Script errors are translated into plain English and link directly back to the offending quest node. - Custom Node Creator: Wrap custom Enforce snippets into reusable visual node blocks (actions and objective checks) with custom parameters.
- Pre-Build Verification: Every build and local server compile runs a project-wide script check. If a syntax bug would prevent DayZ from compiling, the build halts with direct jump links to the problem.
- Docking: Drag tabs to rearrange panels, tab them together or dock them side by side.
- 🖥🖥 Multiple windows & monitors: Drag any tab - the Map, Game, 3D, Quests and NPCs views too - out of the window and drop it on the desktop or a second monitor: it opens in a window of its own. Every window is a docking area like the main one, so drag more tabs into it (tab strip or edges), split it, or drag them back. Right-click a tab for ⧉ Move to a new window / ⇱ Back to the main window; the ▦ menu lists the open windows. The docked DayZ game follows the Game view into its window, and windows reopen where you left them (a window on a monitor that is gone opens on the main screen). The main window always keeps one view.
- Workspace Profiles: Quickly switch between tailored layouts: Default, Mapping, Quest Writing, Map + Quests Side-by-Side, Scripting, or save your own custom
.dzworkspace.jsonprofile. - Scalable UI: Scale the entire interface from 80% to 150% for high-DPI displays.
| Category | Shortcut | Action |
|---|---|---|
| Workspace | Alt + 1 … 5 |
Switch Views: Map (1), Game (2), 3D (3), Quests (4), NPCs (5) |
| `Ctrl + `` | Toggle floating Script Console | |
Ctrl + Shift + W |
Open Workspace Layouts & Profiles menu | |
F1 |
Open Help & Keyboard Shortcuts dialog | |
| 3D Navigation | 1 / 2 / 3 |
Switch Gizmo Mode: Translate (1), Rotate (2), Scale (3) |
X |
Toggle World / Local coordinate space | |
O |
Toggle Snap to Surfaces (roofs, walls, terrain) | |
End |
Drop selected object to ground | |
N |
Align object orientation to terrain slope | |
Ctrl (hold) |
Temporarily disable grid/surface snapping | |
Shift (hold) |
Fine rotation (1° increments) | |
F |
Fly 3D / Game camera directly to selection | |
| General Editing | V / H / M |
Tool Mode: Select (V), Pan (H), Measure (M) |
G |
Cycle Grid Snap: Off ➔ 1m ➔ 5m ➔ 10m ➔ 25m ➔ 50m | |
Ctrl + Z / Ctrl + Y |
Undo / Redo | |
Ctrl + C / Ctrl + V |
Copy / Paste (pastes precisely at mouse cursor) | |
Ctrl + D |
Duplicate selected objects | |
Delete |
Remove selected object(s) | |
| In-Game Playtest | J |
Open Quest Journal (Active / Completed) |
T / Enter |
Track / Untrack selected quest in journal | |
A (twice) |
Abandon quest | |
K |
Open Character Sheet (Stats, XP, Faction Standings) |
"Could not start the studio server"
- Another program is likely occupying port
8765. Close conflicting background web services or runrun_studio.batto see the exact terminal exception. - If running from source, verify Python is added to your system
PATH(python --version).
Black 2D map / "No terrain data yet"
- The selected map has not been extracted yet. Switch to the Map view and click ⬇ Extract … imagery from DayZ in the right-hand panel.
Capture buttons are greyed out
- DayZ was not found in your Steam libraries. Verify DayZ is installed through Steam (Studio scans all registered Steam library folders across all drives).
Mod built but shows "Not signed"
- DayZ Tools is required to sign mods. Install DayZ Tools from Steam (Library ▸ Tools ▸ DayZ Tools), ensure it has run at least once to configure file paths, then export again.
Kicked from local test server with "Game restart required"
- Dedicated servers enforce BattlEye security. Join through Studio's ② Join with the game button, which properly launches DayZ with BattlEye enabled.
Windows SmartScreen: "Windows protected your PC"
- DayZ Studio is an unsigned alpha executable. Click More info and then click Run anyway.
Something else is broken: 🐞 Report a bug
- Use File ▸ 🐞 Report a bug… (or the button in Help). Describe what happened, then press Open GitHub issue.
- Studio zips its own log, the editor's recent errors and the newest DayZ / DayZ Server logs into
Documents\DayZStudio\BugReports, then opens a new issue on GitHub with your report already filled in. The folder opens too: drag the zip into the issue and press Submit. - Studio uploads nothing itself, and your Windows user name is removed from the logs. Your project file goes into the zip only if you tick the box.
DayZ Studio is and will always remain free and open-source for its public stable releases and repository code.
Developing a full 3D/2D visual desktop IDE, writing custom binary terrain parsers, maintaining live game sync, and keeping up with Bohemia Interactive engine updates requires hundreds of hours of dedicated development.
To help make continuous standalone tooling sustainable, we maintain a community-funded pipeline on Patreon:
| Tier | Pledge | Key Perks & Deliverables |
|---|---|---|
| Studio Insider | $5 / mo | Discord Studio Insider role, private dev diaries & architecture sneak-peeks (#🏠│insider-info), feature concept voting (#💡│feature-suggestions), and repo credits. |
| Experimental Tester ⭐ | $15 / mo | Direct access to download standalone compiled Alpha/Experimental binary executables (.exe) (#🚀│experimental-builds), priority bug triage (#🪲│testing-feedback), and early access to unreleased editors. |
| Core Contributor | $35 / mo | Executive chat & voice advisory lounge (#🤝│roundtable-hq), 1-on-1 consultations with the developer on custom server workflows, roadmap priority influence, and VIP startup splash credit. |
Important
Experimental Executable Access (EULA Section 1): In accordance with the root LICENSE, public repository code is open-source, while standalone compiled binary executables (.exe) of unreleased Experimental, Alpha, and Pre-Release builds are distributed exclusively through the authorized GhostHex Dev Patreon pipeline.
👉 Join the GhostHex Dev Patreon & Unlock Experimental Builds
While I utilized Claude to streamline aspects of development, DayZ Studio is by no means an automated AI creation. Countless hours of my own intense effort, problem-solving, architectural planning, and personal dedication went into building and refining this project. Far from being generic "AI slop," this is the result of genuine work and creative passion. I ask that you please respect the time and effort that went into bringing this project to life.
DayZ Studio is a free, fan-made open-source tool and is not affiliated with, endorsed by, or sponsored by Bohemia Interactive.
- All game assets, terrain data, models, and audio remain the intellectual property of Bohemia Interactive or their respective creators.
- DayZ Studio extracts and reads game files directly from the user's legally owned local Steam installation. Do not redistribute extracted game data or raw PBO contents.
Crafted with passion for the DayZ modding community. Star ⭐ this repository if you find it helpful!