Author how each time of day and weather looks — ambient colors, night darkness, and weather particles.

Atmosphere & Lighting

Your world already runs a day/night cycle and weather. Atmosphere is where you decide how they look — how dark night gets, what color dusk is, how heavy the rain falls. Set it once and it applies everywhere: the game client and the map-editor's night preview both read these exact values, so what you preview is what players see.

Find it in World Config → Atmosphere, next to Weather & Time.

> Nothing to set up to get started. Left untouched, the engine defaults give a deep-blue > night, a cool dusk, and neutral daylight — a good look out of the box. Every field below is > an override; anything you don't touch keeps its default.

Day / Night Ambient

The world tints the whole scene by a single ambient color per phase, and blends smoothly between them as the clock moves. Think of it as a colored multiply over the world: **white = full daylight** (no change), and darker, tinted colors darken and color everything.

1. Open World Config → Atmosphere. 2. Under Day / Night Ambient, click the color swatch next to a phase. 3. Pick a color. The preview bar shows a sample of grassy ground as it will look under that ambient, so you can judge the darkening at a glance. 4. Save. Connected players see the change immediately.

PhaseWhat it controls
DawnFirst light — usually a dim, cool-warm tint
MorningEarly daylight, faintly warm
NoonBrightest — leave white for true daylight
AfternoonSofter, golden light
DuskFading light before night
NightThe dark hours — the default deep blue is #2d2d50

Night intensity (master darkness) scales all the darkening at once without touching each phase: never darkens (permanent day feel), is exactly what you set above, is twice as dark. Use it to dial the whole cycle moodier or brighter in one move.

Interior darkness sets how much of the night reaches maps marked Interior (Map Properties → Gameplay Rules). Interiors always keep the world's time — step into a tavern at midnight and it's still night inside — this slider only decides how dark that looks:

ValueInside at midnight
0%Daylight-bright at every hour
50% (default)Clearly night, but a room with no placed lights is still readable
100%As dark as outside — light your rooms with placed lights
  • Reset on any phase drops just that phase back to its default.
  • Reset all to defaults clears every atmosphere override in one click.

Weather Looks

Every weather type has a full editor: pick a weather pill under Weather Looks and tune everything about how it renders. All nine weathers are editable — Cloudy gets drifting cloud shadows, Heatwave gets heat shimmer, and the precipitation types get falling particles that actually land on the ground.

1. Under Weather Looks, click the weather you want to change (a dot marks weathers you've customized). 2. Tune the groups below. Anything you don't touch keeps the engine default. 3. Save. Connected players see the new look immediately.

Particles

FieldWhat it does
ColorTint of the rain streaks / snowflakes / sand grains
OpacityPer-particle alpha (0 = invisible, 1 = solid)
DensityMultiplier on particle count ( = none, = default, = double)
Size (px)Base particle size — nearby drops are drawn larger
Fall speedHow fast the contact layer falls (px/s)
FlutterSideways wobble 0–1 — snow flutters, rain doesn't
DepthHow many background curtains render behind the near layer
Particle textureYour own image (small, transparent, e.g. 32×32) — leave on Engine default for the built-in art

Wind

One global wind drives everything — particles, fog banks, cloud shadows.

FieldWhat it does
DirectionScreen degrees: 0° blows right, 90° straight down
SpeedBase wind speed (px/s)
Gustiness0 = steady; higher = the wind surges and lulls
Wind followHow strongly this weather's particles are driven by it

Ground

Rain splashes where it lands and leaves the ground wet (darker, with a faint sheen); snow accumulates into a cover that builds while it snows and melts after. Water never takes cover. To keep other terrain clear too (roads, lava, glass floors), add its tileset under World → Atmosphere → Ground Cover Exclusions — excluded terrain stays bare in every weather, and removing it from the list lets it accumulate again. Water is recognised by its tileset name: a tileset whose name contains "water" stays bare on its own. An imported RPG Maker water sheet named something else (such as an A1 sheet) needs adding to Ground Cover Exclusions.

Every player sees the same cover. The game server keeps track of how much snow has settled and how wet the ground is, so a player who joins, reconnects or changes map in the middle of a storm sees the snow that has already built up, the same as someone who has been online all along. This needs the updated game server; before that, each player's snow still starts building from the moment they arrive.

Snow builds in two stages, which is what makes it read as snow rather than a white haze: a light fall settles as patchy drifts with bare ground between them, and as the build-up continues those drifts merge into a deep, near-opaque cover that hides the terrain underneath. On high and ultra weather quality, settled snow also catches the light in faint glints.

Anything that walks — players, NPCs, mobs, pets, mounts — leaves footprints through snow cover and wet ground: separate left/right prints that point the way they walked, so paths emerge where people actually travel. While the weather continues, fresh fall slowly fills old tracks back in; once it clears, prints stay until the cover melts. Footprints appear on low weather quality and above.

Fire melts snow. Any light that flickers and burns warm — a torch, a campfire, a brazier — thaws a clear patch of cover around itself, roughly half the radius it lights, over about six seconds. Steady or cold-colored lights (a blue mage lamp, a magic crystal) light the snow without thawing it, so you control which of your props melt by the light you give them: give it a flicker and a warm color and it burns. A thawed patch stays thawed after the fire goes out, and fills back in with the next snowfall. Melting needs medium weather quality or above.

FieldWhat it does
Impact splashRipple ring (rain), dust puff (sand), or none
Splash textureCustom impact art (e.g. a 64×64 ring with transparency)
Leaves on the groundNothing / wet ground / snow cover
Build-up timeHow long the weather runs before the ground is fully covered
Melt / dry timeHow long the cover takes to fade once the weather ends
Cover tint / textureColor and (optional) tiling texture of the cover — e.g. a 128×128 snow grain

Build-up and melt are shown in seconds, and those seconds are **measured against your world clock**, not the wall clock: they are read as seconds on a 60-minute day and stretch with your day length. Set a four-hour day and a 75-second build-up takes five real minutes — the same slice of the in-game day it always was, so snow still settles over roughly half a morning instead of arriving before the sun has moved. You don't need to re-tune anything when you change day length.

Fog & Haze

Fog is layered scrolling banks at different depths, not a flat wash. Blizzard and sandstorm reuse the same machinery as a driven haze.

FieldWhat it does
Fog bandsHow many banks render (0–4)
Bank sizeScale of the banks — bigger reads as broader, softer fog
DriftHow strongly the banks follow the wind
Fog textureA seamlessly tiling noise/cloud image (e.g. 256×256)

Storm

FieldWhat it does
Lightning strikesTwo-stage flashes with distance-delayed thunder
Min / max gapSeconds between strikes (strikes come faster at high intensity)
Flash colorThe stroke tint

Sky & Wash

FieldWhat it does
Cloud shadowsDrifting dark patches on the ground (what makes Cloudy cloudy)
Heat shimmerAir-wobble distortion near the ground (Heatwave)
Night responseHow much night darkens the sky layers — snow stays bright, rain doesn't
Wash + strengthA full-screen color veil (fog grey, sandstorm tan)
DarkeningExtra darkness on top of time of day — storms dim midday

Gotchas

flag on** to actually change over time. With it off, the world sits at whatever fixed time you set in Weather & Time — your ambient still applies to that time, it just won't move.
  • Weather looks need the Weather feature flag on. With it off there's no weather to
color.
  • Custom textures fall back gracefully. While a texture loads (or if it fails), the
engine's procedural art renders — the weather never blanks out.
  • Players choose a weather quality tier in Settings → Weather (Auto follows their
lighting tier). Low-end devices see fewer particles and skip cloud shadows / shimmer, but the wash and lightning always show — a storm still reads as a storm. Ground effects step down in this order: snow glints need high, fire melt and cloud shadows need medium, footprints and the cover itself go all the way down to low.
  • Changes apply on Save. Connected players update live; a player who is mid-load picks the
new values up on spawn. In the map editor, the night/dusk preview uses these values too.
  • White noon is intentional. If noon looks tinted, you likely set a non-white color there —
reset it for true daylight.
  • Weather and time look "different" on one map? Check that map's Interior flag first.
An outdoor town marked interior shows no weather and only part of the night; a house left unmarked gets rain falling through its roof. Weather and the clock are one world-wide state — only the interior flag changes how a map shows them.
  • Interiors hide weather (maps marked interior show none), and ten seconds indoors won't
melt the snow outside — cover picks back up where it was when the player steps out.
  • Shadows have their own section further down the same tab. See
Shadows.