SQUAD (1/4)
0, 0 1 online -- ms
You Squad Player Enemy Shrine Loot HHaven
CONTROLS
WASDMove MouseAim ShiftDodge roll (brief invulnerability) SpaceJump TabSwitch gun / fists / extractor ETalk to someone nearby L-ClickShoot, punch, or hold the extractor beam on a resource R-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 invite ZXVCast 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 person IGCExplorer Gems, character EnterChat −=Zoom minimap MMute F3Performance overlay AltEnterFull screen (or the corner button) QDeathmatch scoreboard (hold) EscMenu, settings, exit to login
Controller: left stick moves, right stick aims, right trigger shoots; see Pause > Controller for every button.
Follow the objective arrow to the next shrine. Arrows on the screen edge point to other players.
SPACE
↑
SHIFT
LMB
TAB
TAB
RMB
ARC PISTOL
Z
X
V
I
C
CHAT
SHOOT MODE
15
02 / GEM MANIFEST

EXPLORER GEMS

04 / LOADOUT

UPGRADES

03 / OPERATOR SHEET

CHARACTER

ATTRIBUTES

TRAVERSAL UNLOCKS

POWERS

TELEMETRY [F3] [WEB DASHBOARD]
FPS: 60
Frame Time: 16.6 ms
Ping (RTT): 24 ms
Jitter: 3 ms
Bandwidth: 12.4 KB/s
Reconciliations: 0
Input → Screen: press a key
Input Queue: -
Hits Predicted: -
Quality: -
CPU Time: -
GPU Time: -
Server Tick: 60 Hz (30 Hz snapshots)
Entities In AOI: 0
Zone / Sector: Haven Plaza
NETWORK BY OBJECT (last 5 s)
collecting...
NETWORK CONDITION SIMULATOR
00 / SIGNAL LOST

YOU DIED

Overtaken by the wilds.

JUMP/SHOOT/LOOT

PRE-PRE-PRE-PRE ALPHA

©1993 NickyB

00 / TRANSMISSION

ONLINE--
01 / HARDWARE PARAMETERS
1-8 PLAYERS [100% ACTION] [60 FPS] [NO FILLERS.]
02 / OPERATOR
Pick Free Roam, Deathmatch, Ascension or Kart next.
INSERT COIN
03 / CONTROLS
KEYACTION
WASDMove
MouseAim
ShiftDodge Roll
SpaceJump
TabGun / Fists / Extractor
Left-ClickUse
Right-ClickCharge Shot (hold)
Middle-ClickPing
TZoom
FCamera View
IExplorer Gems
LLevel Up
HHelp
EscMenu
F3Telemetry

CREDIT 01

05 / SIGN EDITOR

EDIT SIGN

0 / 200 Everyone in the world can read it
06 / LIVE SETTINGSDEBUG
Objects
Camera
Quality Very High
01 / SYSTEM

PAUSE

DEV MODE
Touch
Touch Auto-Shoot Phones 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 Sensitivity Phones and tablets: how far a hold-and-drag on the right side of the screen pushes your aim.
1.0x
Controller
Connection Pair 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-Shoot Fire 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.
Rumble Shake the controller when you take a hit or let off a charged shot, where the controller and browser support it.
Stick Deadzone How far a stick has to move before it counts. Raise it if your character drifts with the sticks at rest.
18%
Look Sensitivity Over the shoulder and first person: how fast the right stick turns the view.
1.0x
Buttons Select an action, then press the button you want for it. A button moves off whatever had it before.
Music Volume The soundtrack. It follows the action: calm when you explore, building as a fight starts, easing back once it ends.
60%
Sound Effects Volume Shots, hits, pickups and the interface. Press M to mute everything.
100%
Graphics
Graphics Quality Low, 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 Zoom Auto frames the same amount of world on phones, tablets and desktops. Or pick a fixed number of screen pixels per art pixel.
Auto
Surface Detail Pixel relief on floors and walls, scattered cracks and rubble; High also roughens the meshes (uneven flagstones, jutting bricks).
Normal
Geometry Detail How finely pillars, monuments, pickups and dungeon fixtures are modelled.
Medium
Lighting
Sun Shadows Trees, rocks, buildings and characters cast shadows across the ground.
Global Illumination Soft bounced light and contact darkening.
60%
Ambient Occlusion Creases, wall feet and the ground under things darken where the sky's light can't reach.
Contact Shadows Short, sharp sun shadows where things touch the ground.
Bloom Glow Neon emissive glow on shrines, signs, and lights.
Atmosphere
Fog Intensity How thick fog, mist and distance haze get.
50%
Distance Haze Far land lightens and softens toward the horizon.
60%
Living Sky Nebula Multi-layer drifting nebula backdrop in the sky and open gaps.
Ambient Motes Dust and starlight drifting through the air (tune them under Particles & Atmosphere).
Foliage Natural Wind Sway Subtle idle swaying wave motion across grass and wildflowers.
Character Foliage Weaving Plants bend, part, shift and weave as characters walk through them.
Lens and Effects
Tilt-Shift Depth of Field Soft miniature blur at the top and bottom of the top-down views.
Tilt-Shift Strength How strong the miniature blur is.
35%
Motion Blur Blur as you look around in over-the-shoulder and first person (off by default on touch screens).
Impactful Shooting VFX Muzzle flash point light, projectile glow, and spark bursts.
WebGPU (Experimental)
WebGPU Renderer Draw the game with WebGPU instead of WebGL 2 where this browser supports it (falls back to WebGL 2 otherwise). Applies on reload.
Many Lights Torches, lamps, shots and muzzle flashes light the world as real lights. WebGPU only.
Bounce Light Coloured light bouncing off nearby surfaces, and finer ambient occlusion. WebGPU only.
Light Shafts Volumetric shafts of sun, moon and lamp light through the air. WebGPU only.
GPU Particles Rain, embers, sparks and debris simulated on the graphics card, in far greater numbers. WebGPU only.
Camera
Camera Follows Direction The view leans toward where you face; over the shoulder it swings behind the way you run.
Unlock Camera Every 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 Style Overhead, 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 Tilt How high the camera looks down from: lower is a dramatic angled view, higher is more top-down. Needs Unlock Camera.
60.0°
Perspective Depth Lens strength (field of view): far ground shrinks and near ground looms. Flat is pure orthographic. Needs Unlock Camera.
35°
Dynamic Camera Tracking Cinematic velocity lookahead and fluid tracking damping.
Feel
Screen Shake Impact Trauma intensity on shooting, taking damage, and landing.
100%
Hit-Stop The action freezes for a split second on big hits, boss hits and big kills.
Reduced Motion No screen shake, camera kick or hit-stop.
Sandbox
Bullet Speed Multiplier Tweak projectile flight speed live in dev mode.
1.00x
Infinite Energy Sandbox Energy never depletes on dash, jump, or firing (Dev sandbox).
All Traversal Powers Phase Dash, Grav Boots, Lumen Aura and Resonance unlocked; never saved to your character (Dev sandbox).
Unlimited Double Jumps Jump again in mid-air as many times as you like (Dev sandbox).
Power-Up
JUMP/SHOOT/LOOT Every Room Every dungeon room you start has a JUMP/SHOOT/LOOT power-up waiting in it (dev and playtest servers).
JUMP/SHOOT/LOOT Camera Speed Slows 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 Camera Plays 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 Hitboxes Visualize entity and obstacle boundary lines.
GPU Timing Show how many milliseconds each rendering pass takes on the graphics card in the F3 overlay. WebGPU only.
Particle Tuning
Presets
Save Current Setup Your camera, graphics and other pause-menu settings. Public presets are shared with everyone on this server.