WASDMoveMouseAimShiftDodge roll (brief invulnerability)SpaceJumpTabSwitch gun / fists / extractorETalk 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 (each guardian you fell grants one; arrange them in the character sheet)TZoom: Far, Default, Close (Third person: swap shoulder)FCamera: Overhead or Third personIGCExplorer Gems, characterEnterChat−=Zoom minimapMMuteF3Performance overlayAltEnterFull screen (or the corner button)QDeathmatch scoreboard (hold)EscMenu, settings, exit to login
Touch Auto-ShootPhones and tablets: fire on your own while an enemy in sight is in the direction you face (it never aims for you). 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
Controller
ConnectionPair a Bluetooth controller (or plug one in), then press any button. Left stick moves, right stick aims exactly where you point it. In menus the d-pad moves, A selects and B goes back.
Controller Auto-ShootFire on your own, the same rule as touch: holding the right stick fires along it, and with the stick at rest you fire when an enemy in sight is in the direction you face. It never aims for you. The shoot trigger always fires.
RumbleShake the controller when you take a hit or let off a charged shot, where the controller and browser support it.
Stick DeadzoneHow far a stick has to move before it counts. Raise it if your character drifts with the sticks at rest.
18%
Look SensitivityOver the shoulder and first person: how fast the right stick turns the view.
1.0x
ButtonsSelect an action, then press the button you want for it. A button moves off whatever had it before.
Music VolumeThe soundtrack. It follows the action: calm when you explore, building as a fight starts, easing back once it ends.
60%
Sound Effects VolumeShots, hits, pickups and the interface. Press M to mute everything.
100%
Graphics
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
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
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
Lighting
Realistic Lighting
Sun ShadowsTrees, rocks, buildings and characters cast shadows across the ground.
Global IlluminationSoft bounced light and contact darkening.
60%
Ambient OcclusionCreases, wall feet and the ground under things darken where the sky's light can't reach.
Contact ShadowsShort, sharp sun shadows where things touch the ground.
Bloom GlowNeon emissive glow on shrines, signs, and lights.
Atmosphere
Fog IntensityHow thick fog, mist and distance haze get.
50%
Distance HazeFar land lightens and softens toward the horizon.
60%
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).
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.
Lens and Effects
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%
Motion BlurBlur as you look around in over-the-shoulder and first person (off by default on touch screens).
Impactful Shooting VFXMuzzle flash point light, projectile glow, and spark bursts.
WebGPU (Experimental)
WebGPU RendererDraw the game with WebGPU instead of WebGL 2 where this browser supports it (falls back to WebGL 2 otherwise). Applies on reload.
Many LightsTorches, lamps, shots and muzzle flashes light the world as real lights. WebGPU only.
Bounce LightColoured light bouncing off nearby surfaces, and finer ambient occlusion. WebGPU only.
Light ShaftsVolumetric shafts of sun, moon and lamp light through the air. WebGPU only.
GPU ParticlesRain, embers, sparks and debris simulated on the graphics card, in far greater numbers. WebGPU only.
Realism (Experimental)
Realism Experiment
Smooth Edges
Surface Materials
Rocks and Scree
3D Creatures
Ambient Occlusion and Reflections
Camera
Camera Follows DirectionThe view leans toward where you face; over the shoulder it swings behind the way you run.
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.
Feel
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.
Sandbox
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).
Power-Up
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).
Overlays
Live Telemetry HUD (F3)Show FPS, jitter metrics, packet rates, and network stats.
Show Collision HitboxesVisualize entity and obstacle boundary lines.
GPU TimingShow how many milliseconds each rendering pass takes on the graphics card in the F3 overlay. WebGPU only.
Particle Tuning
Presets
Save Current SetupYour camera, graphics and other pause-menu settings. Public presets are shared with everyone on this server.