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
Movement & World
Setting
Default
Description
Move speed
4.0 tiles/sec
Base character movement speed
Tile size
64 × 32 px
Isometric tile dimensions (2:1 diamond)
Chunk size
64×64 tiles
World streaming chunk size
Elevation scale
200 px
Vertical pixel offset per elevation unit (controls cliff height)
View mode
Isometric
isometric (2:1 diamond) or topdown (square grid)
Combat Balance
Setting
Default
Description
Global cooldown
1000 ms
Shared cooldown between abilities
Base swing interval
2000 ms
World base attack cadence for mobs and NPCs (players swing at their weapon's attack speed)
Crit chance
5%
Base critical hit probability
Crit multiplier
1.5×
Extra damage on critical hits
Social Limits
Setting
Default
Description
Party size
4
Maximum party members
Guild cap
50
Maximum guild members
Chat cooldown
500 ms
Minimum time between chat messages
Economy
Setting
Default
Description
Starting currency
100 silver
Silver given to new characters (silver is the base currency)
NPC buy rate
0.4×
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
Normal
1.0×
Good
1.1×
Outstanding
1.2×
Excellent
1.35×
Masterpiece
1.5×
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:
Tier
Damage Multiplier
T1
1.0×
T2
1.25×
T3
1.5×
T4
1.75×
T5
2.0×
T6
2.25×
T7
2.5×
T8
2.75×
Farming
Setting
Default
Tillable surfaces
Soil, Grass, Dirt (per-crop preferredBiomes refine where each crop thrives)
Growth stages
Per-crop (typically Seed → Sprout → Growing → Mature → Harvestable, with a Withered end state)