Playable challenges an event opens and branches on: forging, disarming, a clean swing.
Minigames
A minigame is a short challenge an event opens for the player: strike a moving needle in the zone three times to forge a blade, or to disarm a trap. The player plays it, the game server checks every press, and the event runs a Perfect, Success, Failed or Cancelled branch. Skill makes a minigame easier; it never plays it for the player.
You build a minigame once in Database → Minigames and open it from any event with Start Minigame.
Make a minigame#
- Open Database → Minigames and click + New (or pick a kind on the
right): Timing Strike, Lockpick, Fishing, or one of the twelve in More kinds — Strike Chain, Rhythm Sequence, Memory Sequence, Steady Hand, Heat Band, Ring Alignment, Conduit Connect, Code Breaker, Weak-Point Strike, Tug-of-War, Tavern Dice and Pickpocket Reach.
- Name it and set its Difficulty (1–100). Every parameter follows the
difficulty until you change it.
- Pick the skill that eases it under Eased by skill, or leave it on None.
- Decide whether players may auto-attempt, and whether being hit cancels it.
- Watch How it plays: how often an average player succeeds, plays it
perfectly, or wins the auto-attempt roll at skill 0, 25, 50, 75 and 100.
- Press Play under Try it to play it yourself at any skill level
(Space, Enter, a click or a tap strikes).
- Click Create (or Save). Check names anything that would stop it
saving without saving it.
Open it from an event#
- In a map or common event, + Add command → Flow Control → Start Minigame.
It adds a block with If Success and If Failed branches.
- Pick the Minigame.
- Put what should happen under each branch (an item for a success, damage for a
failure). Tick Perfect has its own branch or **Cancelled has its own branch** to add those.
- Optional: store the Score (0–100) or the Outcome code in a variable to
use later in a Conditional Branch.
| Field | What it does |
|---|---|
| Minigame | The preset to open. None picked: the Failed branch runs. |
| The player may close it | Esc or Close ends it as Cancelled. Off: the player has to finish it. |
| Perfect has its own branch | A perfect run runs If Perfect. Off: a perfect run runs If Success. |
| Cancelled has its own branch | Closing it (or being interrupted) runs If Cancelled. Off: the event carries on after the block. |
| Score into | A variable that receives the score, 0–100. |
| Outcome code into | A variable that receives 1 perfect, 2 success, 3 failed, 4 cancelled, 5 out of time. |
Running out of time runs If Failed.
Branch on it later#
Conditional Branch → tab 4 → Last Minigame tests the player's last finished minigame anywhere after it — another event, a later page:
| Test | Holds when |
|---|---|
| Outcome | The last minigame ended this way. Passed = Success or Perfect |
| Score | Its score (0–100) compares true against the number |
| Grade at least | Its grade is this or better (S, A, B, C, D, F — S is best) |
It is false when the player has not finished one since logging in. Practice runs (below) do not count.
Practice in a client-only event#
In an event set to run on the client, Start Minigame is a practice run: the window opens and plays as usual and the branches run, but nothing is scored — no reward, no skill XP, the Score / Outcome variables are not written, and it is not the "last minigame" for Conditional Branch. Use it for a training dummy or a tutorial. With no connection to the game server it takes **If Failed** at once.
Minigame settings#
| Field | What it does |
|---|---|
| Name / Description | What you see in the library and in Start Minigame's picker. The name is also the window's title in game. |
| Kind | The kind of challenge. Timing Strike: a needle sweeps a bar; press while it is inside the zone. Lockpick: move a pick along its arc and turn the lock; set every pin. Fishing: cast, strike on the bite, fight the fish. The twelve in More kinds each say how they play. |
| Difficulty | 1 (trivial) to 100 (a master's challenge). Sets every parameter unless you override it. |
| Eased by skill | The player's level in this skill makes it easier. Timing Strike: the zone widens (up to +60%) and the needle slows (up to −30%). Lockpick: the sweet spot widens (up to +80%) and the pick strains slower (up to −50%); at 50 the sweet spot glows faintly, at 80 the first pin is already set. None: everyone plays it the same. |
| Players may auto-attempt | Shows an Auto button: a dice roll against skill instead of playing. Even odds when skill equals difficulty, never below 5% or above 95%, and never perfect. Needs skill sets the level it unlocks at. |
| The player cannot move while it is open | Holds the player in place. |
| Taking damage cancels it | Any damage that lands, damage over time included, cancels it (the Cancelled branch). |
Timing Strike parameters#
| Field | What it does |
|---|---|
| Strikes | Hits needed in a row, 1–10. Each hit moves the zone. |
| Needle speed | Sweeps (there and back) per second. |
| Zone width | How much of the bar the zone covers. |
| Perfect band | The centre of the zone that counts as perfect. All hits perfect and no misses is a Perfect result. |
| Misses allowed | Presses outside the zone before it fails. |
| Time limit | How long the player has. |
Lockpick parameters#
Move the pick along its arc, then turn the lock. With the pick on the pin's sweet spot the lock turns all the way and the pin sets; off it the lock turns less and binds, and holding it bound strains the pick until it snaps. Set every pin to open it; snap every pick and it fails. A perfect pick snaps nothing and barely strains.
A lock has a Style — four different games with the same picks, strain, skill and traits:
| Style | How it plays |
|---|---|
| Pins | Move the pick to each pin's sweet spot and turn, as above. |
| Dial | A combination wheel of 40 numbers. Turn it with the mouse (round the dial), ← / → or the stick; it clicks when it reaches the number. Reach the 1st number turning right, the 2nd turning left, and so on, and press Turn to set each one. |
| Tumblers | Pins bounce up and down in their shafts, each at its own pace. Move the pick under one and press Turn while it is in the band at the top. Any order. |
| Rings | Rings spin, alternating ways, each faster than the one outside it. Press Turn when the outer unset ring's gap lines up with the gate at the top. |
On the Dial, Tumblers and Rings a press at the wrong moment (or the wrong number) knocks the pick — fill its strain and it snaps.
| Field | What it does |
|---|---|
| Style | Pins, Dial, Tumblers or Rings (above). |
| Pins | Pins to set, one after another (numbers on a Dial, tumblers, rings). Difficulty adds pins: 1 at the easiest, 5 at the hardest. |
| Sweet spot | How close the pick must be for the lock to turn all the way, as a share of the arc each side. On the other styles: how close to the number, and how wide the band at the top. |
| Give | How far from the spot the lock still turns part-way — the feel that says the pick is close. |
| Turn speed | How fast the lock turns while held. Tumblers and Rings: how fast they move. |
| Strain | How fast a bound pick strains (it snaps at 1), and how hard a wrong press knocks it. |
| Picks | Picks the player may snap before it fails. On a door or chest this is the picks they carry instead. |
| False pins | Pins with a decoy spot that turns the lock most of the way, then binds. Dial: decoy numbers that click too. Tumblers: a narrower band at the top. Rings: a ring that wobbles. |
| Warded | The sweet spot drifts slowly while the player searches (the numbers on a Dial; Tumblers and Rings change pace). |
| Rusted | The lock turns slowly and strains the pick faster (other styles: narrower windows, harder knocks). |
| Alarm after | Taking longer than this raises the alarm. 0 = no alarm. |
| Time limit | How long the player has. |
Doors and chests do not need a Lockpick preset: a locked door or chest plays one built from its lock.
Fishing parameters#
Cast, bite, fight — see Fishing for how it plays. Fishing spots build their own from each fish's row; a Fishing preset is for an event (a fishing contest, a quest's one big catch).
| Field | What it does |
|---|---|
| Fish behaviour | Darter, Diver, Sulker or Jumper |
| Cast meter speed / Perfect cast band | How fast the meter sweeps and how much of its top is perfect |
| Fake nibbles / Hook window / Spooks forgiven | The bite: decoy bobs, how long a strike still hooks it, early strikes allowed |
| Bar size / Fish speed | The fight: your bar's height and how fast the fish moves |
| Reel in / Slip away | How fast the catch fills inside the bar and drains outside it |
| Line strain / Line strength | How fast holding through a run strains the line, and how much it takes |
| Time limit | From the cast to the catch |
| Fight stages | 1–3. A legendary fish fights in stages: each changes how it fights and makes it faster, and only the last lands it. Give it more time |
| Aim the cast at a ripple | A ripple marks where the fish are; landing the float near it brings a sooner bite and a better score, and a Perfect needs a good aim. Off: power alone decides the cast |
More kinds#
Twelve more kinds, each built for a job. Every one plays the same in the game and in Try it, is checked press by press by the game server, is eased by its skill, and ends in Perfect, Success, Failed or out of time like the others. Tavern Dice wagers are the event's business: take the stake with Change Gold before Start Minigame and pay out under If Success. Pickpocket Reach also replaces the pickpocket dice roll — see Pickpocketing.
Strike Chain#
A needle sweeps a bar; strike inside the zone. Each hit moves the zone and speeds the needle up — forging, disarming a trap.
Controls: Space, click or tap to strike inside the zone.
| Field | What it does |
|---|---|
| Strikes | Hits needed to finish the chain. |
| Zone (% of the bar, each side) | How close to the zone's centre a strike must land. Skill widens it. |
| Perfect band (% each side) | The zone's heart; every strike perfect and no misses is a Perfect result. |
| Needle speed (sweeps / s) | How fast the needle starts. Skill slows it. |
| Speed-up per hit (×) | How much faster the needle gets after each hit. |
| Misses allowed | Strikes outside the zone before it fails. |
| Time limit (s) | How long the player has. |
Rhythm Sequence#
Notes fall down lanes; press a note's lane as it reaches the line, on the beat — rituals, drumming, casting.
Controls: Arrows ← ↓ ↑ → or keys 1–4 (or tap a lane) as each note reaches the line.
| Field | What it does |
|---|---|
| Lanes | Lanes notes fall down (2–4). |
| Notes | How many notes in the chart. |
| Tempo (beats / min) | One note per beat (or half-beat). |
| Half-beat notes (%) | How many notes come on the half-beat — busier, harder. |
| Hit window (ms, each side) | How far from the beat a press still hits. Skill widens it. |
| Perfect window (ms, each side) | Every note perfect and no misses is a Perfect result. |
| Misses allowed | Missed notes and stray presses before it fails. |
| Read-ahead (ms) | How long a note takes to fall to the line. |
| Time limit (s) | An upper bound; the chart usually ends first. |
Memory Sequence#
Runes light up in order; repeat the sequence. Each round adds one — rune doors, safe codes.
Controls: Watch the runes, then press them in order (click, or keys 1–9).
| Field | What it does |
|---|---|
| Runes | How many runes on the board (3–9). |
| First sequence length | Runes in the first round; each round adds one. |
| Rounds | Rounds to clear. |
| Show speed (ms per rune) | How long each rune lights. Skill slows the show. |
| Mistakes allowed | Wrong runes before it fails; each shows the round again. |
| Time limit (s) | How long the player has. |
Steady Hand#
A target drifts across the field; keep the cursor inside it until the work fills — surgery, bomb defusal, a careful pour.
Controls: Keep the cursor in the circle (mouse, finger or left stick).
| Field | What it does |
|---|---|
| Target size (% of the field) | How big the circle is. Skill grows it. |
| Drift speed | How fast the target wanders. |
| Tremor (%) | How shaky its path is. Skill steadies it. |
| Work to fill (s inside) | Seconds inside the circle needed. |
| Slip allowed (s outside) | Seconds outside before it fails (the first second is free). |
| Time limit (s) | How long the player has. |
Heat Band#
Hold to raise the heat, let go to cool; gusts push it about. Keep it in the band until the work is done — smelting, brewing, sailing.
Controls: Hold Space, the mouse or A to raise it; let go to let it fall.
| Field | What it does |
|---|---|
| Band (% of the gauge, each side) | How wide the safe band is. Skill widens it. |
| Band wander (% of the gauge) | How far the band drifts up and down. |
| Rise speed (/ s) | How fast it rises while held. |
| Fall speed (/ s) | How fast it falls when let go. |
| Gusts (%) | How hard random gusts push it. Skill calms them. |
| Work needed (s in the band) | Seconds inside the band to finish. |
| Spoil allowed (s outside) | Seconds outside before it is ruined. |
| Time limit (s) | How long the player has. |
Ring Alignment#
Turn the rings until every sigil lines up at the top. Linked rings turn the one inside them too — ancient doors, star maps.
Controls: ↑ ↓ (or click) to pick a ring, ← → to turn it.
| Field | What it does |
|---|---|
| Rings | How many rings (2–5). |
| Notches per ring | Positions each ring can turn to. |
| Linked rings | Turning a ring also turns the one inside it a notch. |
| Spare moves | Turns allowed beyond the fewest that solve it. Solving in the fewest is a Perfect result. Skill adds spares. |
| Time limit (s) | How long the player has. |
Conduit Connect#
Turn the conduit pieces to join the source on the left to the outlet on the right — magic circuits, pipes, hacking.
Controls: Click a piece (or tap it) to turn it a quarter.
| Field | What it does |
|---|---|
| Grid size | Pieces per side (3–7). Joining it in the fewest turns is a Perfect result. |
| Time limit (s) | How long the player has. Skill adds time. |
Code Breaker#
Guess the hidden code: ● is a right symbol in the right place, ○ a right symbol elsewhere — safes, ciphers.
Controls: Pick symbols (click or 1–8), Backspace to undo, Space or ⏎ to try the code.
| Field | What it does |
|---|---|
| Code length | Symbols in the code. |
| Symbols | How many different symbols there are to choose from. |
| Guesses | Tries before it locks out. Cracking it in half the guesses is a Perfect result. Skill adds guesses. |
| Symbols may repeat | The code can use a symbol more than once. |
| Time limit (s) | How long the player has. |
Weak-Point Strike#
Weak points flare on the surface; strike a lit one before it fades — mining, chopping, breaching.
Controls: Click (or press 1–9 for) the weak point that lights up.
| Field | What it does |
|---|---|
| Surface cells | 4 (2×2), 6 (3×2) or 9 (3×3) places a weak point can flare. |
| Hits needed | Strikes on lit weak points to finish. |
| Flare time (ms) | How long a weak point stays lit. Skill lengthens it. |
| Gap between flares (ms) | Average pause between one flare and the next. |
| Misses allowed | Wrong strikes and faded flares before it fails. |
| Time limit (s) | How long the player has. |
Tug-of-War#
Hold to pull; ease off when your rival braces (or your grip strains), and pull hard as they stagger — arm-wrestling, taming, rope pulls.
Controls: Hold to pull · let go when they brace · pull hard when they stagger.
| Field | What it does |
|---|---|
| Your pull (/ s) | How fast holding pulls the marker your way. Skill strengthens it. |
| Rival's pull (/ s) | How hard the rival pulls back. |
| Brace every (ms) | Average time between the rival's braces. |
| Brace length (ms) | How long a brace lasts. |
| Warning (ms) | How early the brace is telegraphed. Skill lengthens it. |
| Grip strain (/ s) | How fast pulling into a brace strains your grip (it fails at 1). |
| Time limit (s) | How long the bout lasts; well ahead at the bell (over 60% of the way) still wins. |
Tavern Dice#
Liar's Dice against a tavern regular: bid how many dice show a face, or call their bid a lie. Whoever is wrong loses a die.
Controls: Pick a bid (click or 1–9) · Space or “Liar!” to call their bid.
| Field | What it does |
|---|---|
| Your dice | Dice the player starts with. The preset's skill at 70 or more adds one. |
| Their dice | Dice the tavern regular starts with. |
| Their caution (%) | How readily they call a doubtful bid. |
| Their bluffing (%) | How often they bid a face they don't hold. |
| Time limit (s) | If time runs out, whoever has more dice wins. |
Pickpocket Reach#
Hold to ease your hand into the pocket; freeze when the mark glances round. Reach the purse before their suspicion fills.
Controls: Hold to reach · let go when they look.
| Field | What it does |
|---|---|
| Reach time (s of moving) | Seconds of holding to reach the purse. |
| Glance every (ms) | Average time between the mark's glances. |
| Glance length (ms) | How long each glance lasts. |
| Warning (ms) | How early the mark stirs before looking. Skill lengthens it. |
| Suspicion when seen (/ s) | How fast suspicion rises moving under a glance (caught at 1). Skill lowers it. |
| Suspicion unseen (/ s) | How fast it rises moving while they look away. |
| Calm down (/ s) | How fast suspicion fades while you keep still. |
| Time limit (s) | How long before the mark walks off. |
A changed parameter shows a blue outline; ↺ puts it back on the difficulty.
In game#
The window opens in the middle of the screen with a moment to read it, then the clock starts. Timing Strike: Space, Enter, a click or a tap, or a controller's A button strikes. Lockpick: the mouse, a dragged finger, ← / → or the left stick move the pick; hold the mouse button, Space, ↑, the right trigger or Turn to turn the lock, and let go when it binds. On a Dial the same controls turn the dial and a press sets the number; on Tumblers they move the pick along the row (a click picks that tumbler and pushes it); on Rings only the press matters. The trigger is pressure-sensitive: a light pull turns the lock slower but strains the pick less. Clicks come faster and higher as the pick nears the spot, so it can be played by ear, and a controller rumbles while the pick strains. Esc or Close closes it when allowed; Auto rolls instead when offered. Hits, perfects and misses differ in shape and label as well as colour, and reduced motion turns off the shake and flashes. When it ends the result shows for a moment and the event carries on.
Limits and gotchas#
- The result is decided by the game server: the player's client sends every
press with its time, and the server replays them. A doctored attempt, or one that claims more time than has passed, is a failure.
- Players can turn on Timing assist in Settings → Accessibility: the minigame
plays as if their skill were 30 higher, and an assisted run can be at best a Success — never Perfect. Press to hold lets them tap instead of holding.
- One minigame at a time per player. A Start Minigame while one is open takes
its Failed branch.
- A map change cancels it.
- The player has the time limit plus a few seconds to answer; after that it ends
as out of time.
- Start Minigame decides real results on the game server. In a client-only event
it is a practice run (see above).
- Everything here is behind the Minigames flag (on by default). Off, Start
Minigame takes its Failed branch and no window opens.
- The AI Copilot can list, read, edit and delete minigames; an edit goes through
the same check as Save. It can also simulate one — success and perfect rates by skill for a slow, average or fast player — to tune difficulty before saving.
- In the event editor's preview, Dry Run pauses at Start Minigame and asks
how it went: pick Perfect, Success, Failed, Ran out of time or Cancelled and a score. The branch runs, and a later Last Minigame branch sees that result.
- A changed minigame reaches a running game server when you publish, like any
other content.