Docs User guide
Game settings
Settings for the game as a whole, from the camera and goal to player stats, lives, saving and graphics.
Game Settings holds everything about your game as a whole, rather than one level or object. Open it with the ⚙ at the top of the Explorer, the ⚙ on the top toolbar next to Export, or Edit ▸ Game Settings… (Ctrl+Shift+,).
Settings are split into pages. Find a setting… searches every page. Changes are undoable with Ctrl+Z.
Each level's sky, fog, light and music aren't here; they're set on the world itself. See Building levels.
#Basics
The game's name and subtitle, the start level, the camera, the goal, the win screen, and which level shows behind the title screen.
#Camera
| Camera | What it's like |
|---|---|
| Third person | The camera follows behind the character. Hold the right mouse button to look around. |
| Top-down | A fixed view from above. Q / R turn it in the game. |
| Isometric | A fixed angled view. Q / R turn it in the game. |
| First person | The camera is the character's eyes. The mouse always looks around, and a small dot marks the middle of the screen. |
#Goal
The goal decides how the game is won:
- no goal;
- Collect every … of an item;
- Every level's goal complete: won once every level that has a goal is done;
- Every world complete: won once every world that can be completed is.
Under it, a button per level opens that level's goal. Objectives include Collect items, Talk to a character, Reach a zone, Defeat enemies, Bring an item to a character, Finish a quest and A variable or switch is set. In the game, the current objective shows on screen with its progress, and a win lists them on the win screen.
#Physics
Walk and run speed, jump height (in levels), gravity, fall damage and safe fall, with Reset to the usual. In some places this page is called World.
Related settings:
- Jumps in the air: set it to 1 for a double jump.
- Dig & build: lets players break ground blocks and build with them. Generate Terrain switches this on.
#Player
The player model and the player's stats:
- max HP, Mana and Stamina, and how fast each comes back;
- the stamina cost of running and jumping;
- whether the bars show;
- shooting: on or off, mana cost, damage, speed, and an optional model to use as the shot.
Set a maximum to 0 to turn that stat off. When HP runs out, the world restarts with full stats.
You can also right-click any model and choose Set as player; it gets a ★. Edit player controls… opens the script that plays the player's animations for each state, such as walking, jumping and being hurt. See the scripting guide for more.
#Combat
Shooting and melee: melee damage, reach and knockback. An equipped weapon adds its power. Shot looks like picks the model the player fires.
#Keys
The keys your game starts with: use / talk, jump, run, attack, melee, cast and inventory. Prompts in the game show the new key, and players can still change keys in Options.
#HUD & skillbar
- show the skillbar, and how many slots (1–9, default 8);
- what the mouse wheel does: change slot or zoom;
- whether new items fill empty slots;
- the health, mana and stamina bars, health bars over enemies, item counters and the quest list.
To design your own on-screen display, see Behaviors and items.
#Game feel
Footsteps and a landing thud, screen shake, a tiny pause on melee hits, and an optional Short tap = small hop.
Juice is one slider from Calm to Juicy, set halfway by default. It controls the polish beginners don't think to add: pickups pop and sparkle, the player squashes and stretches on jumps and landings, and hits shake the camera. Calm turns them all off; Juicy doubles them.
#Lives & score
- Lives: 0 means unlimited. Lives show as ♥ on screen.
- Running out of lives shows the lose screen, with Try again from the last save or Quit to title.
- The win screen shows the time, the items collected and the score, with Play again, Keep exploring or Quit to title.
- A score counter shows on both screens with the best score.
You set the win and lose screens' title and text in Game Settings.
#Saving
Saving on or off, autosave, and how many save slots (3 by default). The game also autosaves when the player goes through a door, touches a Checkpoint, or completes a level's goal or a world.
Saves keep everything about progress: completed levels and worlds, items, quests, switches, variables, health, lives, playtime, the time of day and more. Saves are encrypted so players can't edit them.
#Graphics
| Setting | What it does |
|---|---|
| Standard | Runs on almost any PC. |
| Enhanced | Adds bounced light, contact shadows, reflections and light shafts on newer graphics cards. Falls back to Standard where it can't run. |
| Screen filter | Pixelated, CRT TV or Retro palette. Preview it with View ▸ Game Filter (Alt+7). |
| Draw distance | Stops drawing things farther away, in tiles. 0 draws everything. |
For big worlds, three options are on by default: Fade far things into the distance, Load far parts of big worlds as the player comes near, and Combine still objects. They keep large worlds fast. If a world feels slower, try turning one off and compare the FPS with F3 while playing.
To see Enhanced graphics in the editor, use File ▸ Settings ▸ Preview Enhanced graphics. The editor restarts.
#Sounds
The sounds for the player's shot, jump, hurt, win and lose, plus footsteps and the landing thud. In any sound picker, (usual sound) keeps the built-in one and (silent) turns it off.
#Players' own options
Players have their own Options in the game, saved per game: volume, fullscreen, VSync, mouse sensitivity, invert look, key rebinding, and language if your game has more than one.