Adjust combat balance, economy, party sizes, and more.

Tuning Constants

All gameplay numbers are configurable in the Studio's settings. Here are the key values you can adjust.

Combat tuning — Damage & Defense configuration for core balance values and combat formula constants
Combat tuning — Damage & Defense configuration for core balance values and combat formula constants

Movement & World

SettingDefaultDescription
Move speed4.0 tiles/secBase character movement speed
Tile size64 × 32 pxIsometric tile dimensions (2:1 diamond)
Chunk size64×64 tilesWorld streaming chunk size
Elevation scale200 pxVertical pixel offset per elevation unit (controls cliff height)
View modeIsometricisometric (2:1 diamond) or topdown (square grid)

Combat Balance

SettingDefaultDescription
Global cooldown1000 msShared cooldown between abilities
Base swing interval2000 msWorld base attack cadence for mobs and NPCs (players swing at their weapon's attack speed)
Crit chance5%Base critical hit probability
Crit multiplier1.5×Extra damage on critical hits

Social Limits

SettingDefaultDescription
Party size4Maximum party members
Guild cap50Maximum guild members
Chat cooldown500 msMinimum time between chat messages

Economy

SettingDefaultDescription
Starting currency100 silverSilver given to new characters (silver is the base currency)
NPC buy rate0.4×NPCs buy items at 40% of base price

Crafting Quality

Quality buckets are creator-defined in the Rarity & Quality editor (rename / recolor / reorder / add your own) — the table below is only the seeded default ladder. Higher crafting skill and better stations increase the chance of rolling higher quality:

Quality (default ladder)Stat Multiplier
Normal1.0×
Good1.1×
Outstanding1.2×
Excellent1.35×
Masterpiece1.5×

Crafting stations add +5 effective skill per station tier.

Weapon Tier Scaling

Weapon tier scaling is linear — 1.0 + (tier − 1) × step, across 8 tiers (T1–T8). The per-tier step (weaponTierScaling) is a tunable constant; the default is 0.25, giving the curve below. Lower it for a flatter power band, raise it for a steeper endgame:

TierDamage Multiplier
T11.0×
T21.25×
T31.5×
T41.75×
T52.0×
T62.25×
T72.5×
T82.75×

Farming

SettingDefault
Tillable surfacesSoil, Grass, Dirt (per-crop preferredBiomes refine where each crop thrives)
Growth stagesPer-crop (typically Seed → Sprout → Growing → Mature → Harvestable, with a Withered end state)

Housing

SettingDefault
Default land claim16 × 16 tiles (configurable per world)
Default plot8 × 8 tiles
House interior20 × 20 tiles
Max placed entities per plot200