At its core WEX is a depiction of a long-passed, but not fully lost of the internet, dominated by amateurs and outsiders sharing and making what was important to them. For that reason it's been very important from the start that WEX itself should allow for you to make and share your own creaitve endevours.

The framework used to develop WEX is open to you

WEX's assets are loaded from a simple, human readable format, based on BBCode, the markup used by Godot's text display labels. While the officially developed sites are stored within the game's files proper, the game has been set up to load properly formatted sites from the "/unpacked" folder next to the executable. by placing the necessary text and image files in a folder stored in "/unpacked" the game will generate a site based on those files and its web address based on the folder path to it.

The formatting for EasyWebArchive and EasyWebAarchive-Guestbook sites, the two most simple site formats that the game is launching with are discussed on the in-game websites ewa-webbuilderguide.ewa.gb and dervishispalace.oddblogger.odd respectively. If you like figuring these things out yourself, or want to know more about how the game works internally, these sites would be a great place to start.

Accessible to All!

This being said, I can appreciate that a format that's perfectly understandable and logical to someone who's spent months developing it is not necessarily going to be equally easy to approach for everyone. For that reason I have also included an in-game site editor that will help you get up and running developing your own sites for the game. Simply type "!curiouscoder" without quotes into WEX's search bar to open the Onboard Editor

The Onboard Editor is a GUI driven tool that can help you put together valid EasyWebArchive and EasyWebArchive-Guestbook sites. After saving the game rescans the /unpacked folder allowing you to get an instand view of your work without reopening the application. By default the Onboard Editor saves websites in the unpacked/mod folder, and keeps a backup, and optionally 2 autosave files for the site you're working on.

Your art is important.

Whether you use the Onboard Editor or play around with manually editing writing some text files, we'd love to see what sites you create. If you make something cool you'd like to show off, use the hashtag "#WebUrbEx" on Bluesky or drop a link in the Guestbook.

Please note: Necropost Game Labs does not want to see your creations if they: 1) promote hate or 2) are made using generative slop. Do not bother tagging us.

While the instructions for building sites are hidden in the game, for those of you who'd like a quick reference guide, here it is

Folder Structure

EWA and EWAG sites are stored mostly in text files, along with any pngs or jpgs in the same folder. their url in game is derived from their folder path. so unpacked/gb/mysite in the file system becomes mysite.gb in game. inside youf folder you want content.txt and style.txt files, formatted as explained below, as well as a version file EWA.txt (for EWA sites) and EWAG.txt (for EWAG sites). You can add in a credits.txt file and it'll add to the credits that show up when you select info in the file menu on a site.

BBCode Foundations

BBCode is a flexible markup language generally originating as a way to format text on bulletin boards. Tags are placed around text in square brackets, using the format [tag]text[/tag], so [b]bolded text[/b] would produce bolded text (subsitute with [i] for italic, [s] for strikethrough and [u] for underlined). it's important to end a bbcode [tag] with the [/tag]... ending tag. BBcode tags can also be used to embed hyperlinks using the tag [url=link]link text[/url] though for safety reasons WEX only supports to linking to other sites in the game. A full list of Godot-supported BBCode tags can be found here in the docs.

Unique tags to the game

as BBCode is mostly a markup language for formatting messages and posts on forums, WEX's code expands it somewhat to allow it to be used for the in-game sites. EWA sites are represented by a content.txt file containing pages, and the boundaries of these pages are placed between [page] and [/page] tags. Inside the page the game also reads (but does not require) a [timestamp] tag (though this does not need a closing tag). The rest of the line after a [page] tag is taken as the name of the page. So [page]home [timestamp]09/05/2026 [/page] produces a page named home, dated to the 9th of May 2026. The capitalisation of a page name does not matter, and if you try to create multiple pages with the same (case insensitive) name, the game will simply pick the first one in the file and ignore all the other ones. The [timestamp] tag takes in dates in the DD/MM/YYYY format, but can be forced to take in MM/DD/YYYY format dates by adding an A (for american format) to the end of the date, or in YYYY/MM/DD by adding a Y to the end. This only matters if you want to use EWA version 1.2 or greater to format your months as words rather than numbers and ad "st"/"nd"/"rd"/"th"s to your days. otherwise you're fine putting whatever you want in there.

Pictures

in order to embed images in godot's rich text labels you use [img]address[/img] however the game handles this in a very specific way to avoid issues. Each site can have 254 images associated with it named "image_n.png" or "image_n.jpg" in its folder. In order to use a specific image you type in [img]image_n[/img] and the game reformats it to use the right address. Each site also allows for an image_bg that is read as the site's background. There's also a secret way to display another image that has .gif support but I'll leave you to figure that one out yourselves. One final note: EWAG sites support 9-sliced background which can be included by image_bgn, image_bge, image_bgs, image_bgw as well as nw/ne/sw and se. Think cardinal directions. The game does fill in for missing directions if needed.

Guestbook Posts

EWAG guestbook posts are formatted as [post] [handle]name [timestamp]9/5/2026 the post [/post] and are saved in a posts.txt file in the same folder as content.txt.

Other Files

EWA.txt and EWAG.txt for the most part simply have to exist in a folder for the site to be recognised as a valid site, however if you'd like to use a specific version of a site you need to put "version:n" as the frst line in the text file. Anything below that is ignored so put anything you want in there. EWA sites can go from version 0-3, while EWAG sites can go from version 0-1 What needs to be in style.txt varies by site format and you're probably best off just copying the in game docs on ewa-webbuidlerguide.ewa.gb or having the onboard editor generate something for you, then modifying that. I pretty much constantly check my own docs when modifying anything and will probably completely overhaul how it works in EWB when that's added to the site. As noted credits.txt just adds to the info page generated for each site. It's just read as a text file so... go nuts.