WASDMoveMouseAimShiftDodge roll (brief invulnerability)SpaceJumpTabSwitch gun / fists / extractor1–4Choose a level-up (while the picker is open)ETalk to someone nearbyL-ClickShoot, punch, or hold the extractor beam on a resourceR-ClickCharge shot, gun only (hold to charge)Click a playerPlayer card: invite them to your squad (or type /invite name; /leave, /s to talk to the squad)YNAccept or decline a squad inviteZXVCast the powers in slots 1 to 3 (earned by level; arrange them in the character sheet)TZoom: Far, Default, CloseIGCExplorer Gems, characterLSpend level-upEnterChat−=Zoom minimapMMuteF3Performance overlayAltEnterFull screen (or the corner button)QDeathmatch scoreboard (hold)EscMenu, settings, exit to login
Follow the objective arrow to the next shrine. Arrows on the screen edge point to other players.
Graphics QualityLow, Medium or High: caps particles, floor detail and bullet glow, and sets the graphics preset. Auto picks for this device (Medium or Low on phones).
Auto
Camera Follows DirectionThe view leans toward where you face; over the shoulder it swings behind the way you run.
Pixel ZoomAuto frames the same amount of world on phones, tablets and desktops. Or pick a fixed number of screen pixels per art pixel.
Auto
Screen Shake ImpactTrauma intensity on shooting, taking damage, and landing.
100%
Hit-StopThe action freezes for a split second on big hits, boss hits and big kills.
Reduced MotionNo screen shake, camera kick or hit-stop.
Touch Auto-ShootPhones and tablets: shoot on your own at the nearest enemy in sight. Hold and drag on the right side to aim yourself; swipe there to dodge roll.
Touch Aim SensitivityPhones and tablets: how far a hold-and-drag on the right side of the screen pushes your aim.
1.0x
Tilt-Shift Depth of FieldSoft miniature blur at the top and bottom of the top-down views.
Tilt-Shift StrengthHow strong the miniature blur is.
35%
Fog IntensityHow thick fog, mist and distance haze get.
50%
Distance HazeFar land lightens and softens toward the horizon, like real air.
60%
Sun ShadowsTrees, rocks, buildings and characters cast shadows across the ground.
Global IlluminationSoft bounced light and contact darkening, so the land looks lit rather than painted.
60%
Motion BlurBlur as you look around in over-the-shoulder and first person (off by default on touch screens).
Surface DetailPixel relief on floors and walls, scattered cracks and rubble; High also roughens the meshes (uneven flagstones, jutting bricks).
Normal
Geometry DetailHow finely pillars, monuments, pickups and dungeon fixtures are modelled.
Medium
Bloom GlowNeon emissive glow on shrines, signs, and lights.
Unlock CameraEvery mode uses one standard camera (flat, looking down at 60°; T and Cam zoom Far, Default, Close). Turn this on to change it with the style and sliders below, in every mode.
Camera StyleOverhead, Standard (a low miniature through a lens, turned with the mouse), first person, or Dungeon (the standard camera's look, to fine-tune). Needs Unlock Camera.
Camera TiltHow high the camera looks down from: lower is a dramatic angled view, higher is more top-down. Needs Unlock Camera.
60.0°
Perspective DepthLens strength (field of view): far ground shrinks and near ground looms. Flat is pure orthographic. Needs Unlock Camera.
35°
Dynamic Camera TrackingCinematic velocity lookahead and fluid tracking damping.
Foliage Natural Wind SwaySubtle idle swaying wave motion across grass and wildflowers.
Character Foliage WeavingPlants bend, part, shift and weave as characters walk through them.
Living Sky NebulaMulti-layer drifting nebula backdrop in the sky and open gaps.
Ambient MotesDust and starlight drifting through the air (tune them under Particles & Atmosphere).
Impactful Shooting VFXMuzzle flash point light, projectile glow, and spark bursts.
Bullet Speed MultiplierTweak projectile flight speed live in dev mode.
1.00x
Infinite Energy SandboxEnergy never depletes on dash, jump, or firing (Dev sandbox).
All Traversal PowersPhase Dash, Grav Boots, Lumen Aura and Resonance unlocked; never saved to your character (Dev sandbox).
Unlimited Double JumpsJump again in mid-air as many times as you like (Dev sandbox).
JUMP/SHOOT/LOOT Every RoomEvery dungeon room you start has a JUMP/SHOOT/LOOT power-up waiting in it (dev and playtest servers).
JUMP/SHOOT/LOOT Camera SpeedSlows the power-up's camera swoop into first person (and back out) so it can be followed frame by frame. 1.00x is normal speed.
1.00x
Replay Power-Up CameraPlays the JUMP/SHOOT/LOOT grab's camera on its own (slow motion, swoop in, a moment in first person, swoop out) at the speed above, with a readout of each frame. Client only: no SHOOT mode, no minigun. F9 replays it in game (dev builds).
Live Telemetry HUD (F3)Show FPS, jitter metrics, packet rates, and network stats.
Show Collision HitboxesVisualize entity and obstacle boundary lines.
Save Current SetupYour camera, graphics and other pause-menu settings. Public presets are shared with everyone on this server.