Compiled Maps
The game loads compiled .jfue files through the universal MapJfue scene. Editable .jmap files stay with their creator and are not published as runtime content.
Community maps are playable .jfue levels created with the JumpFall editor and distributed locally or through validated .jsm Workshop packages.

The game loads compiled .jfue files through the universal MapJfue scene. Editable .jmap files stay with their creator and are not published as runtime content.
A package can carry PNG or silent video backgrounds, WAV/OGG audio and restricted Lua map scripts inside assetlocal.
The external JSM compiler validates the map, preview and assets, builds the package and can publish or update its Steam Workshop item.
Workshop content is treated as untrusted user data and checked before it is installed or loaded.
Packages accept one playable map, a manifest, an optional preview and supported files inside assetlocal. Absolute paths and unsafe archive entries are rejected.
File count, compressed size, extracted size, image dimensions, video size and Lua size are limited to protect memory and disk usage.
Workshop synchronization keeps subscribed items and removes stale local Workshop copies when their subscription is no longer active.
Examples of gameplay scenes and editor workflows that support custom map creation.



Local loading, Workshop synchronization and .jsm publishing are implemented for testing. Compatibility and browsing remain active Early Access work. Linux currently accepts PNG maps but rejects maps with enabled MP4/WebM backgrounds.