Toggle entire game systems on or off.
Feature Flags
Feature flags let you enable or disable entire game systems with a single toggle. This lets you shape your game without any programming.

Game-Design Flags (creator-editable)
These are the toggles in World → Features:
| Flag | Default | What It Controls |
|---|---|---|
| Survival | On | Hunger, thirst, temperature, stamina mechanics |
| PvP | On | Player vs player combat in PvP zones |
| Biome PvP Rules | On | Per-biome PvP rules plus the entry/exit countdowns before PvP switches on or off. Off = zones decide alone and the flag flips the instant a player crosses a line. See PvP Zones & Timers |
| CC Diminishing Returns | On | Repeated hard crowd-control on the same target wears off, then grants brief immunity |
| Shields | On | Recharging shield pools, what happens when a shield breaks, damage-type filters, per-hit caps and drain order. Off leaves shields soaking damage the simple way — one pool, spent once. See Status Effects |
| Shields vs. Environmental Damage | Off | Lets shields and invulnerability apply to ground hazards, the battle-royale ring, damage floors, starvation, thrown potions, pet combat and event scripts. Off by default because turning it on also means an invulnerable player stops starving, and pets become damageable |
| Desktop Launcher | On | The launcher window players see before your game — your art, wordmark, carousel, news column and links (UI Editor → Launcher). Off = the plain PLAY screen. Browser players never see it, and client updates keep working either way. See The Game Launcher |
| Pet Battles | On | Pokémon-style turn-based pet battles |
| Pets | On | Pet taming and ownership |
| Mounts | On | Mount summoning and riding |
| Housing | On | Player housing plots |
| Guilds | On | Guild creation and management |
| Guild Alliances | On | Several guilds band together under one tag — allies in combat, an alliance tag on their nameplates, and shared territory. Needs Guilds; with guilds off the Alliance tab is hidden regardless. See Guilds & Social |
| On | In-game mail system | |
| Market | On | Player marketplace |
| Trading | On | Direct player-to-player trades |
| Proximity Awareness | On | Players approaching from off-screen get a compact nameplate pinned to the edge of the screen, pointing their way. Off = a player only appears once they are on camera. Handing out that warning is a real PvP decision, which is why it's a toggle. See UI & HUD Editor |
| Crafting | On | Crafting stations and recipes |
| Quests | On | Quest system |
| NPC Shops | On | NPC merchant inventories |
| Friends | On | Friend list and messaging |
| Parties | On | Party grouping |
| Bank | On | Personal bank storage |
| Day/Night Cycle | On | Time of day progression, the HUD clock (top-bar chip + the placeable World Clock element), and the ambient light curve. Off = the world holds at midday in full daylight; pin a different fixed time with the Set Time event command |
| Weather | On | Weather rolls and schedules, intensity ramps, Weather Climates (per-area weather), the weather HUD chip, all weather visuals (rain/snow/fog/lightning/ground cover), and weather ambience |
| Calendar | On | Authored months/weekdays/years, dated events, the forecast, and the player calendar panel (top-bar chips, More-menu button, , key) |
| Notifications | On | The authored popup cards for skill level-ups, new maps, discoveries, boss kills, loot and quests. Off = no cards at all; chat lines still fire. See Notifications & Feedback |
| Discoveries | On | Placeable Location Markers, the "Location Discovered" card, permanent map pins and fast travel. Off = markers are inert scenery and fast travel is refused. See Locations & Discovery |
| Player Onboarding | On | The controls introduction new players walk through after their first spawn — your steps, your wording, key hints that follow each player's own bindings, and cards that point at your real HUD (UI Editor → Onboarding). Off = players spawn straight into the world with no intro; your steps are kept. See Player Onboarding |
| Dungeons & Arenas | On | Instanced content & matchmaking (dungeons, arenas, queues, portals) |
| Encounter AI | On | Threat tables, coordinated packs, and boss encounter scripts |
| Tactical Combat AI | On | Ranged mobs/NPCs kite to keep their spacing; wounded adventurer NPCs retreat to safety before resting |
| Stealth & Perception | On | Perception/stealth detection (sight cones, hearing, light) |
| Crime & Law | On | Factions own territory and write their own law — which acts are crimes, what each adds to a bounty, and whether guards fine, arrest or attack. Off = nothing is a crime and no bounty is ever raised; factions stay authorable for territory and rivalries. See Factions & Law and Doors & Locks |
| Shield Guard | On | Players hold Guard to raise an off-hand shield; hits from the front are cut by the shield's guard rate. Off = the Guard key does nothing and shields only give stats. See Weapon Swings & Shield Guard |
| NPC AI Chat | On | Runtime LLM-driven NPC dialogue (needs a provider/credits) |
| Dialogue Busts | On | Visual-novel portrait art over the NPC dialogue window — two characters at once, speaker lit, listener dimmed. Off = the letter icon only; your bust libraries and cues are kept. See Dialogue Busts |
| Guest Login | On | Anonymous play without an account |
| Premium Shop | On | Real-money cosmetic/convenience store |
| Gold Store | On | Real-money gold purchase |
| Arena Modes | On | Authorable instanced match modes (requires Dungeons & Arenas) |
| Chests & Storage | On | Placeable and authored world chests with persistent storage |
| Bosses & Raids | On | Multi-phase boss fights, hazards, enrage, raid lockouts |
| Enchanting | On | Rune sockets and enchantment effects |
| Equipment Upgrading | On | +N equipment upgrading with authored materials |
| Affix Reroll | On | Reroll a gear piece's prefixes/suffixes for an authored chance and silver/item cost — see Enchanting & Upgrading |
| Equipment Progression | On | Per-item gear XP and growth |
| Zone Tiers | On | Maps carry a tier that decides what spawns and drops there — see Zone Tiers. Off = everything enters at its band’s Min Tier |
| Equipment Loadouts | On | Saved, swappable equipment sets — buying the pieces a build is missing, and authored loadout kits sold by NPC shops |
| Level-Up Effects | On | Level-up burst VFX and level-gated auras on characters/classes |
| Contextual Skills | On | Scopes skill bonuses to what trains them, splits skill XP across linked skills, and enables passives |
| Farming | On | Tilled soil, planting, watering and harvesting — and the built-in Farming skill |
| Elements & Resistances | On | Damage elements, an effectiveness chart, and elements that proc status effects on hit |
| NPC Adventurers | On | NPCs that hunt, loot, trade and bank like players |
| NPC Leveling | On | Generated NPCs earning XP and levels |
| Premium Membership | On | Timed account perks bought with in-game gold |
| Sprite Recolor | On | Recoloring imported sprite art as an avatar property |
| NPC Transit | On | Moving live NPCs/mobs between maps — the NPC Control "Transfer to Zone" event operation and recurring Travel Schedules — see Moving NPCs Between Maps |
| Population Modes | On | Per-map crowd handling — mark a map as a Social hub (its crowd is hidden from itself sooner, so a town holds far more people) or a Combat zone (a hard player limit with an entry queue at the border). Every map is Normal until you say otherwise, and Normal is exactly today's behaviour — see Population Modes |
| Map Crossings | On | Maps placed side by side on the overworld connect by walking: where both sides are open along the shared edge, the ground lights up and stepping onto it carries a player across. Off = maps only connect through portals and transfer events, and your layout is kept — see The Overworld |
Turning one off hides its systems everywhere — HUD, editors and server intents alike. Each is also gated by its own authored content, so a world with no runes, no arenas and no chest spawn rules never surfaces those systems even with the flag on.
Engine / Security Flags (config-only)
These are set in the engine config, not the Features tab, and are never overridden per project:
| Flag | Default | What It Controls |
|---|---|---|
| Dynamic Lighting | On | The client's lighting pipeline: point lights, ambient occlusion, cast shadows, bloom and the day/night tint. Off = the world renders flat ambient light, the Lighting row disappears from the player Settings menu, and authored lights and shadow settings are kept but not drawn |
| Audio Middleware | On | Data-driven game-audio engine (buses, events, snapshots, RTPCs) |
| Shader Editor | On | Creator shaders / post-processing |
| Cinematics | On | Cinematic timeline sequencer |
| Anti-Cheat | On | Behavioural detection and automated sanctions — see Anti-Cheat & Server Integrity |
| Studio Copilot | On | The built-in AI assistant in the editor. Off hides it completely — the assistant drawer never opens and its server routes stop answering. Turn it off if you would rather build without AI assistance. See Studio Copilot Overview |
| Sandboxed Plugins | On | Run server plugins in the QuickJS sandbox |
| Sandboxed Client Plugins | On | Run client plugins in the QuickJS sandbox |
| World Hover Tooltips | Off | The in-world panel that followed the cursor over players, mobs, NPCs and pets. Parked — nameplates and hover cursors cover the same ground without a panel chasing the mouse. Turning it on restores the panel and its per-type toggles in the player Settings menu |
Examples
- PvE-only game — turn off PvP
- Casual game — turn off Survival
- Single-player feel — turn off Guilds, Parties, Friends, Mail, Trading, Market
- Require accounts — turn off Guest Login
- Hide monetization — turn off Premium Shop and Gold Store (both ship On)