Happy Wheels Level Editor
Tools 1-8, T to test, a 20000 by 10000 stage, and the same editor feature set Steam lists for 21 September 2026.
The level editor is why Happy Wheels still has an audience. Fancy Force did not ship a fifty-stage campaign. It shipped a physics toy and a workshop. More than five million user levels exist because anyone can place shapes, joints, and triggers on a 20000 by 10000 stage. The Steam edition advertises that same editor feature set. It is not a second construction kit with a new hotkey bible. Learn it in the browser at Totaljerkface, then take the habit to Steam on 21 September 2026.
Build after you can finish other people’s maps. How players actually finish maps is the reader-side contract you are about to sign as an author. If you do not know when a torso fail is fair, you will publish a meat grinder and call it a puzzle.
Tools 1 through 8
Number keys switch tools. That cluster is the whole palette.
| Key | Tool | Job |
|---|---|---|
| 1 | Select | Click, drag, group, duplicate, delete |
| 2 | Shape | Boxes, circles, and other primitive collision |
| 3 | Poly | Custom collision outlines |
| 4 | Art | Decoration that should not always collide |
| 5 | Joint | Hinges, sliders, and other movers |
| 6 | Special | Game objects the engine already knows |
| 7 | Text | Signs, hints, jokes, win instructions |
| 8 | Trigger | Events: show, hide, activate, fail, complete |
Select first, always. If you cannot find a shape, you are still in poly draw. Hit 1. Shapes are fast floors and crates. Polygons are custom ramps. Use shapes until a shape cannot express the landing, then switch to poly. Art is decoration that should not always collide. If a pretty decal launches the wheelchair, you put it on the shape tool by mistake.
Joints turn a static pile into a machine. Specials are finish lines, tokens, and hazards you should not rebuild from raw polys. Text is not optional on a puzzle map: write the win rule. Triggers are the logic layer. Press T to test by spawning the forced character, not by flying the camera.
Stage size, grouping, and the shape limit
The canvas is 20000 by 10000. That is enough for a sprawling joke and more than enough to lose the player. Short maps clear more. If your idea needs the full width, add visual landmarks and a text hint every screen or two.
Group related shapes so a house, a vehicle prop, or a trap moves as one object in select mode. Ungrouped piles are how you delete a floor and leave the wallpaper colliding. Duplicate groups instead of redrawing the same crate twenty times.
The working shape budget is about 900. That number is a ceiling, not a target. Collision is expensive. Art is cheaper. If test mode stutters, cut decoration before you cut the landing that makes the jump fair.
Forced character and honest win objects
You can lock the roster. Do it when the map is built around a special: Explorer Guy on rails, Helicopter Man on magnets, Pogostick Man on bounce pads, Wheelchair Guy on a jet canyon. Do not force Irresponsible Dad on a map that fails if the child sneezes unless that is the joke you wrote in the description.
Place a finish line or place tokens. Do not place both and forget to say which one counts. Head and torso rules still apply: a finish-line map should not require a headless slide unless you are openly trolling and the description says so. Token maps can allow secondary bodies. If you want the child to finish after Dad dies, say so.
Design around a vehicle you have driven. If you want a late roster lock, read the late roster vehicles page so Santa, the pogo, the helicopter, and Mom are not surprises in your own test spawn.
Publishing and sharing
Test until you can clear your own map with the forced character. Then test once more as if you had never seen the hidden trigger. Publish from the Totaljerkface account you already use. Fancy Force says those accounts will be shared with Steam, so a level you upload now is not a throwaway. After you publish, drop the link in the official Discord if you want players. This wiki’s official Happy Wheels links page collects the store, the site, and that Discord.
Do not copy a featured map and change the paint. Build one idea: one jump, one token route, one joint machine. Ship that. Expand later.
What Steam changes, and what it does not
Steam (app 4705510) lists the level editor among the features of the 21 September 2026 client. Treat the hotkeys on this page as the browser truth today. Watch editor-related updates after launch. Until a patch note says otherwise, keys 1-8 and T remain the verbs.
Internet is still required to fetch community levels. Build offline if you must; publish when you can reach Totaljerkface.
Your first published level should be completable in two minutes by a stranger who only read your description. If you cannot explain the win in one sentence of text tool, the map is not done.
Frequently Asked Questions
Quick answers to the most common Happy Wheels questions.
How do I open the Happy Wheels level editor?
Open it from [Totaljerkface](https://totaljerkface.com/) while logged in. Steam advertises the same editor feature set for the 21 September 2026 client.
What do the number keys 1-8 do?
They switch tools: select, shape, poly, art, joint, special, text, and trigger. Press T to test with the real character, not just the camera.
How large can a Happy Wheels level be?
The stage is 20000 by 10000 with a shape budget around 900. Stay well under the cap so test mode stays playable.
Is the Steam editor a different tool?
No. Steam lists the same editor feature set. Hotkeys on this page are the browser layout. Watch editor-related updates if a patch adds pad cursor support.
How do I force a character on my map?
Lock the roster in the level settings when the puzzle needs a specific special. Drive that vehicle yourself first; see late roster vehicles before you force a late unlock.