Reshape the Settings window players open with Esc — rename tabs, hide controls, or lock one to a value.
In-Game Settings Panel
Every player opens this window: it's what Esc brings up in the game. It holds seven tabs — Gameplay, Graphics, Audio, Interface, Accessibility, Controls and Account — and it works out of the box without you touching anything.
You'd come here when your world needs it to say something different. A permadeath survival game might lock damage numbers off. A world with no guilds has no use for a guild-tag toggle. A world that calls combat "duelling" wants the tab named that way.
Where to author it#
Settings → UI / HUD → Panels → Settings.
The editor has three columns: the tab list on the left, the controls in the selected tab in the middle, and a live preview of the rail a player will see on the right.
Renaming, reordering and hiding tabs#
- Click a tab in the left column to select it.
- Type into Rename to change what players see. Leave it empty to keep the built-in name.
- Use ↑ and ↓ to move it. The order here is the order in the player's rail.
- Hide this tab removes it entirely, along with everything in it.
Accessibility and Account show an always on badge and cannot be hidden or renamed. Players must always be able to turn on reduced motion, and must always be able to log out.
The three things you can do to a control#
Each row in the middle column has three switches.
| Column | What it does |
|---|---|
| Show | Off removes the control from the panel completely. Use it when the setting is meaningless in your world — not to force a value. |
| Lock | Keeps the control visible but read-only, badged "Set by world" in amber, fixed at whatever Starts at says. |
| Starts at | What a player who has never touched this setting begins with. It never overwrites a choice somebody already made. |
Lock and Show answer different questions. Locking says "this is how this world works" — the player can see the rule and understand it. Hiding says "this does not exist here". Reach for Lock when the setting still means something; reach for Show-off when it doesn't.
A locked value also wins over anything a returning player already had saved, so turning on a lock takes effect immediately for everyone, not just newcomers.
What each tab holds#
| Tab | Controls |
|---|---|
| Gameplay | Ability aiming, damage numbers, XP and silver gains, drop confirmation, auto-equip gathering tools, default zoom, auto-decline invites, hide whispers from strangers |
| Graphics | Display mode, start in fullscreen, quality preset, lighting, weather, FPS cap, frame-rate counter; on phones and tablets only, Phone & tablet — keep screen awake, vibration feedback, screen rotation (see Phone & Tablet Play) |
| Audio | Master / music / effects / ambient volume, mute on focus loss; Environment — sound quality and muffle sounds behind walls (see Acoustics) |
| Interface | UI scale, chat text size, player names, health bars, guild tags, hover tooltips |
| Accessibility | Reduced motion, screen shake (off / low / normal / strong), high contrast, large text, colourblind mode, language |
| Controls | Your world's key bindings — the same editor as the standalone Control Bindings window |
| Account | Who the player is signed in as, reset settings, character select, log out |
Rows tied to a feature flag disappear on their own when that feature is off — guild tags vanish in a world without guilds, and the tooltip block vanish without worldHoverTooltips. You don't need to hide them by hand.
Auto-equip gathering tools is the exception: it follows a world setting rather than a flag (Combat → Itemization → Auto-Equip Gathering Tools). A player can only use it to switch auto-equip off for themselves, so if your world has it off, hide this row. See Gathering Tools & Auto-Equip.
High contrast and your HUD theme#
Accessibility → High contrast is for players who find the HUD hard to read. It is not a fixed black-and-white skin — it works from your theme (UI Editor → Theme), so it suits a dark HUD and a light one alike.
| What changes | How |
|---|---|
| Text | Becomes pure white or pure black, whichever stands out more against your panel colour. Text secondary and Text muted are raised to match, so nothing relies on faint text. |
| Panels | Become solid. The glass blur, panel opacity and any panel background image are switched off, and the panel colour is pushed darker (or lighter, on a light theme). |
| Borders | Are drawn from the text colour, so they are clearly visible. |
| Focus | Whatever has keyboard focus gets a thick ring in the text colour. |
| Accent, Primary, Success, Warning, Danger | Left exactly as you set them when they already read clearly on the panel. One that does not is moved toward the text colour just far enough to. |
Things to know when you design a theme:
- A theme that is already high contrast barely changes — the dim text gets brighter and borders get stronger; your colours stay yours.
- A low-contrast theme changes the most. If your accent is close to your panel colour, players with High contrast on see a lighter (or darker) version of it.
- Your panel frame image is kept; your panel background image is not shown while it is on.
- A panel's own accent (UI Editor → Panels → Appearance) is not adjusted. Pick one that reads on your panel colour.
- With Colourblind Mode on as well, the colourblind palette decides the five status colours.
- Names, health bars and damage numbers in the world are drawn on the game canvas and do not change.
Accessibility settings are always available to players — a world cannot hide or lock them.
Display mode and fullscreen#
Graphics → Display is the only place the game window itself is controlled, and what a player gets depends on where they're playing:
- In the desktop app all three modes are real — Windowed, Maximised and Fullscreen — plus Start in fullscreen, which is remembered between launches.
- In a browser tab only Windowed and Fullscreen exist. Maximised and Start in fullscreen are dropped from the control automatically, because a browser cannot honour them.
F11 toggles fullscreen from anywhere in the game, whether or not the panel is open, and the control always shows the state the window is actually in — so a player who leaves fullscreen with Escape sees the panel agree.
Your export's fullscreen setting in the desktop build still decides what the very first launch looks like. After that, the player's own choice wins.
Accessibility: what each option does#
Players find these under Esc → Settings → Accessibility. You cannot hide, rename or lock them — they belong to the player — but they change how your HUD and your events look, so it helps to know exactly what each one does. Every one of them takes effect the moment it is switched; nothing needs a reload.
| Option | What the player gets | What it means for your world |
|---|---|---|
| Press to hold (Minigames) | Press once to start holding — turning a lock, reeling a fish — and again to let go, instead of keeping the button down | Nothing to set up: every minigame that has a hold respects it |
| Timing assist (Minigames) | Minigames play as if the player's skill were 30 higher. An assisted run can succeed but is never Perfect | If a reward should need a Perfect, players using the assist will not get it |
| Controller rumble (Minigames) | Turns off the pad rumble in minigames | — |
| Screen effects intensity | How strongly the world's screen effects (its shaders) show, 0–100. 0 turns them off — except effects the creator marked Essential. Below it, each screen effect can be switched off on its own | Mark a shader Essential if it carries information players must not miss |
| Reduced motion | No screen shake, hit-stop or knockback slides. HUD panels, menus and bars stop animating. Notification cards fade in and out in place instead of sliding, spinning or blurring. Newly loaded parts of the map appear at once instead of fading in, and border crossings stop pulsing. Weather falls back to its Low particle count, with steady wind and no heat haze. A full-screen flash becomes a soft pulse | A Flash Screen command or a cinematic Flash is still seen, but at no more than 15% strength, over at least 0.4 seconds, and at most once a second. Never use a flash as the only sign that something happened |
| Screen shake | Off / Low / Normal / Strong | Scales every shake you author. Reduced motion turns shakes off whatever this says |
| High contrast | Buttons, badges and cards get a visible edge, health / mana / stamina / XP bars get a frame, and scrollbars show. Faint hairlines, dim grey labels and placeholder hints become easier to read. The names over characters always keep their dark outline, and speech bubbles turn solid with a stronger rim | The edges take their colour from your theme, so they follow whatever colours you chose. Health bars over characters and damage numbers keep their colours |
| Large text | HUD text grows by 15% on a computer or tablet and by 12% on a phone or any short screen (6% on phones narrower than 380 px). Small labels that would still be under 11 px are raised to 11 px. Chat text grows with it. Names over characters, damage, XP and currency numbers and speech bubbles grow by 25% | It multiplies with your Font scale and the player's own UI Scale — see the gotchas for the phone ceiling |
| Colourblind Mode | Off / Deuteran / Protan / Tritan. Swaps the success, warning, danger, primary and accent colours, and the rarity colours, for a palette that stays distinguishable | Do not rely on red against green alone to tell two things apart |
| Language | The player's language | See Localization |
A player who has asked their operating system to reduce motion gets Reduced motion in your game without touching the setting, and the game follows that preference if they change it while playing. That includes your notification cards and the drifting particles on your login and character screens.
- Large text is gentler on phones on purpose. Text and spacing grow together, and a phone has no spare width to grow into. A player who wants more can raise Settings → Interface → UI Scale as well; the two multiply.
- On a phone, Large text stops at a ceiling. On a computer or tablet it always adds its 15% on top of your Font scale. On a phone, a Font scale above about 110% leaves it less to add, and from 125% it adds nothing to most HUD text (labels sized in pixels, chat and text in the world still grow). It never makes text smaller than you set it.
- Large text and High contrast do not reach text you size or colour yourself. A Custom Menu widget or a notification card keeps the font size and the colours you gave it, and the tooltip that follows the cursor over the world keeps its size. If small text matters to your players, author those a size up.
- Dividers you switched off stay off under High contrast. A panel with Dividers set to Off (UI Editor → Panels → Appearance) keeps its flat look. Every other edge in that panel is still drawn.
- Names over characters update as they are redrawn. The HUD changes the instant a player switches Large text or High contrast; a nameplate picks the change up the next time it is redrawn (when that character's health changes, or it comes back into view).
- Full-screen flashes are limited for everyone, not only under Reduced motion — at most three in any one second. See Events & Cutscenes.
Which settings follow the player's account#
A signed-in player's preferences are saved on their account, so they carry over when they play on a new computer, a phone or a different browser — and to every character on that account. Nothing needs switching on; it works on every world.
| Follows the account | Stays on this device |
|---|---|
| Audio volumes, mute on focus loss, muffle sounds behind walls | Graphics preset, lighting and weather quality, sound quality |
| UI scale and chat text size | FPS cap, render scale and the frame-rate counter |
| Nameplates, guild tags and hover tooltips | Display mode and start in fullscreen |
| Damage / XP numbers, drop confirmation, invite and whisper filters | Default zoom |
| Accessibility: reduced motion, high contrast, large text, colourblind mode | The phone action-bar gestures and the Phone & tablet rows |
| Key bindings and ability aiming |
Device settings stay put on purpose: a phone should not inherit a gaming PC's Ultra lighting, and a large monitor should not inherit a phone's zoom.
How it behaves:
- When a player logs in, the settings saved on their account replace that device's preferences. Device settings are left alone.
- The first time an account logs in after this, it starts from the settings on that device.
- Changes save to the account about two seconds after the player stops adjusting them.
Guests have no account, so their settings stay in that browser only. Converting a guest to an account starts syncing from the next login.
"Graphics reset, restoring…"#
Some browsers drop the game's graphics mid-session when the graphics card runs short of memory
(common on laptops with integrated graphics and on phones). The game pauses drawing, shows a
small Graphics reset, restoring… notice at the top of the screen, and rebuilds the map as soon as
the browser gives the graphics back — usually within a second or two. If nothing comes back within
about 8 seconds, the page reloads by itself (never while the tab is in the background, and at most
twice a minute). If it keeps happening for your players, suggest a lower Settings → Graphics → Quality
or render scale. The notice text is translatable (graphics.restoring in the UI namespace of
Localization).
Gotchas#
- Hiding a tab hides everything in it. Hiding Graphics takes fullscreen away too. Hide individual controls instead if that isn't what you meant.
- Locking without setting a value locks in the engine default. Lock reads from Starts at — set that first, then lock.
- "Starts at" is not retroactive. Players who already changed the setting keep their choice. Only Lock reaches back and overrides it.
- Hiding the search box only makes sense once you've cut the panel down to a handful of controls. With the full set, players use it.
- Locks beat the account too. A value you lock wins over whatever a player's account has saved, the same as it wins over a local choice — their saved preference comes back if you unlock it.
- The Controls tab reflects World → Player Controls. If your world sets allow player overrides to off, the bindings show read-only — you don't need to hide the tab, though you can. On a phone the tab also carries Action bar on a touch screen, where players reassign what tap, hold, double tap and double tap and hold do to an action-bar slot (see Changing the action bar gestures).
- Save is publish. Like the rest of the UI editor, saving live-syncs to the running server and connected players see it without reconnecting.