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.

World Config — central place for world systems and configuration that change runtime behavior
World Config — central place for world systems and configuration that change runtime behavior
Flags come in groups. Game-design flags are creator-facing — you toggle them per world in the World → Features tab, and they can be overridden per project. Engine / security flags are lower-level engine capabilities: they live only in the engine config, are hidden from the Features tab, and are never overridden per project. Most flags below default to On — the Default column is authoritative.

Game-Design Flags (creator-editable)

These are the toggles in World → Features:

FlagDefaultWhat It Controls
SurvivalOnHunger, thirst, temperature, stamina mechanics
PvPOnPlayer vs player combat in PvP zones
Biome PvP RulesOnPer-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 ReturnsOnRepeated hard crowd-control on the same target wears off, then grants brief immunity
ShieldsOnRecharging 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 DamageOffLets 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 LauncherOnThe 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 BattlesOnPokémon-style turn-based pet battles
PetsOnPet taming and ownership
MountsOnMount summoning and riding
HousingOnPlayer housing plots
GuildsOnGuild creation and management
Guild AlliancesOnSeveral 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
MailOnIn-game mail system
MarketOnPlayer marketplace
TradingOnDirect player-to-player trades
Proximity AwarenessOnPlayers 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
CraftingOnCrafting stations and recipes
QuestsOnQuest system
NPC ShopsOnNPC merchant inventories
FriendsOnFriend list and messaging
PartiesOnParty grouping
BankOnPersonal bank storage
Day/Night CycleOnTime 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
WeatherOnWeather 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
CalendarOnAuthored months/weekdays/years, dated events, the forecast, and the player calendar panel (top-bar chips, More-menu button, , key)
NotificationsOnThe 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
DiscoveriesOnPlaceable 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 OnboardingOnThe 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 & ArenasOnInstanced content & matchmaking (dungeons, arenas, queues, portals)
Encounter AIOnThreat tables, coordinated packs, and boss encounter scripts
Tactical Combat AIOnRanged mobs/NPCs kite to keep their spacing; wounded adventurer NPCs retreat to safety before resting
Stealth & PerceptionOnPerception/stealth detection (sight cones, hearing, light)
Crime & LawOnFactions 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 GuardOnPlayers 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 ChatOnRuntime LLM-driven NPC dialogue (needs a provider/credits)
Dialogue BustsOnVisual-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 LoginOnAnonymous play without an account
Premium ShopOnReal-money cosmetic/convenience store
Gold StoreOnReal-money gold purchase
Arena ModesOnAuthorable instanced match modes (requires Dungeons & Arenas)
Chests & StorageOnPlaceable and authored world chests with persistent storage
Bosses & RaidsOnMulti-phase boss fights, hazards, enrage, raid lockouts
EnchantingOnRune sockets and enchantment effects
Equipment UpgradingOn+N equipment upgrading with authored materials
Affix RerollOnReroll a gear piece's prefixes/suffixes for an authored chance and silver/item cost — see Enchanting & Upgrading
Equipment ProgressionOnPer-item gear XP and growth
Zone TiersOnMaps carry a tier that decides what spawns and drops there — see Zone Tiers. Off = everything enters at its band’s Min Tier
Equipment LoadoutsOnSaved, swappable equipment sets — buying the pieces a build is missing, and authored loadout kits sold by NPC shops
Level-Up EffectsOnLevel-up burst VFX and level-gated auras on characters/classes
Contextual SkillsOnScopes skill bonuses to what trains them, splits skill XP across linked skills, and enables passives
FarmingOnTilled soil, planting, watering and harvesting — and the built-in Farming skill
Elements & ResistancesOnDamage elements, an effectiveness chart, and elements that proc status effects on hit
NPC AdventurersOnNPCs that hunt, loot, trade and bank like players
NPC LevelingOnGenerated NPCs earning XP and levels
Premium MembershipOnTimed account perks bought with in-game gold
Sprite RecolorOnRecoloring imported sprite art as an avatar property
NPC TransitOnMoving live NPCs/mobs between maps — the NPC Control "Transfer to Zone" event operation and recurring Travel Schedules — see Moving NPCs Between Maps
Population ModesOnPer-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 CrossingsOnMaps 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:

FlagDefaultWhat It Controls
Dynamic LightingOnThe 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 MiddlewareOnData-driven game-audio engine (buses, events, snapshots, RTPCs)
Shader EditorOnCreator shaders / post-processing
CinematicsOnCinematic timeline sequencer
Anti-CheatOnBehavioural detection and automated sanctions — see Anti-Cheat & Server Integrity
Studio CopilotOnThe 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 PluginsOnRun server plugins in the QuickJS sandbox
Sandboxed Client PluginsOnRun client plugins in the QuickJS sandbox
World Hover TooltipsOffThe 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)
When a flag is off, the entire system is skipped — no processing, no UI shown to players, no related database operations.