The complete current-build Player Wiki, covering controls, combat, skills, itemization, crafting, followers, venues, minigames, persistence, formulas, troubleshooting, and edge cases.
Core Gameplay Loop
Current loop:
- Studio hub
- Pick venue or activity
- Clear encounter objectives
- Beat boss / complete run objective
- Unlock return flow
- Return to studio
- Spend rewards on progression, crafting, and build updates
Primary campaign chain:
1. Talk to Sir Don
2. Clear The Rusty Nail
3. Unlock and clear Backyard Party
4. Unlock and clear City Streets
5. Unlock and clear Midnight Rave
6. Unlock Woodshed endless mode
Secondary activities in Studio:
- Hideout Card Game (poker-like setlist run)
- Pinball minigame
- Workbench (forge/remix/gear raffle, plus mastering after the studio upgrade)
Activity unlock gate:
- Backyard Party completion (Sir Don turn-in) unlocks City Streets, the Workbench, and follower hiring
- City Streets completion unlocks Midnight Rave plus the Poker (Setlist Cards) and Pinball machines
- Midnight Rave completion unlocks the Woodshed
- Completing Woodshed wave 20 makes Sir Don's studio upgrade available; finishing that transition (with wave 20+ completed) unlocks Workbench Mastering
---
Controls and Input
## Default keybinds
All actions are rebindable in the Controls menu.
Movement and positioning:
- Move Up: W
- Move Down: S
- Move Left: A
- Move Right: D
- Hold Position: Left Shift (secondary Right Shift)
Core gameplay:
- Melee Attack: F
- Groove Slam: Space
- Pick Up Item: G
- Item Breakdown: B
- Summon Portal (return to Studio): X
- Interact: E
- Follower Command: V
Skill slots:
- Skill Slot 1: 1
- Skill Slot 2: 2
- Skill Slot 3: 3
- Skill Slot 4: 4
- Skill Slot 5: 5
- Skill Slot 6: 6
UI and character systems:
- Inventory: Tab (secondary I)
- Character Sheet: C
- Skill Tree: T
- Legacy Tree: L
- Pause / Menu: Escape
Other:
- Activate CD / Song: Left Control
- Camera Zoom Out: Q
- Camera Zoom In: Z
- Advanced Stats HUD Toggle: Grave (`)
Controller support uses context-sensitive gameplay/menu bindings and supports remapping through controller profiles. Keyboard and controller prompts follow the active input device.
## Character creation and run modes
- Released classes: Drummer and Guitarist
- Unreleased class choices remain unavailable: Bassist, Vocalist, Keyboardist
- Standard characters use normal persistent progression and death handling
- One Take characters use the permanent run-end/death-summary flow while sharing eligible account-wide Legacy progression
## Sir Don tutorial and Training Grounds
- Sir Don offers separate Mouse and Keyboard and Controller tutorial tracks
- Tutorial prompts use the active saved bindings rather than fixed key labels
- Combat, loot, equipment, and skill-practice lessons can route into the local Training Grounds scene
- Training Grounds uses temporary practice state and restores the character's original gear/progression state on clean exit or recovery
- Free Practice is available through Sir Don's tutorial menu
- Tutorial practice is single-player only and does not alter shared multiplayer simulation
## Full bindable action matrix
| Action | Display Name | Default Primary | Default Secondary |
|---|---|---:|---:|
| MoveUp | Move Up | W | - |
| MoveDown | Move Down | S | - |
| MoveLeft | Move Left | A | - |
| MoveRight | Move Right | D | - |
| Inventory | Inventory | Tab | I |
| CharacterSheet | Character Sheet | C | - |
| SkillTree | Skill Tree | T | - |
| LegacyTree | Legacy Tree | L | - |
| Pause | Pause / Menu | Escape | - |
| MeleeAttack | Melee Attack | F | - |
| GrooveSlam | Groove Slam | Space | - |
| Pickup | Pick Up Item | G | - |
| InventoryBreakdown | Item Breakdown | B | - |
| ReturnToStudio | Summon Portal | X | - |
| Interact | Interact | E | - |
| FollowerCommand | Control Follower | V | - |
| SkillSlot1 | Skill Slot 1 | 1 | - |
| SkillSlot2 | Skill Slot 2 | 2 | - |
| SkillSlot3 | Skill Slot 3 | 3 | - |
| SkillSlot4 | Skill Slot 4 | 4 | - |
| SkillSlot5 | Skill Slot 5 | 5 | - |
| SkillSlot6 | Skill Slot 6 | 6 | - |
| ActivateCD | Activate CD / Song | Left Control | - |
| HoldPosition | Hold Position | Left Shift | Right Shift |
| CameraZoomOut | Camera Zoom Out | Q | - |
| CameraZoomIn | Camera Zoom In | Z | - |
| DebugHudToggle | Advanced Stats HUD Toggle | Grave | - |
## Mouse behavior
World interaction:
- Left click enemy: target/chase/attack flow
- Left click ground: click-to-move
- Left click and hold ground: hold-to-steer movement
- Middle click: cancel move/target actions
Loot interaction:
- Click loot labels to pick up if in range
- Click loot label while far: auto-run to item and pick up
- Press G: pick nearest eligible item in pickup range/label zone (when Auto-Pickup is off)
## Input suppression rules
Certain UIs block world input to prevent accidental actions:
- Inventory and advanced inventory drag/lift states
- Workbench
- Hideout Card Game
- Pinball
- Venue selection list
- Woodshed leaderboard
- Story/dialog overlays
Special note:
- While compare-inspecting gear (Shift and related compare modes), gameplay combat inputs are suppressed.
---
Combat and Resources
## Core resources
Soul:
- Your primary health/life pool
- Dropped by enemy damage and projectile hits
- Clamped by max value
Groove:
- Secondary combat resource for active skills and mechanics
- Certain enemy attacks can drain Groove directly
Fame:
- Increases via conversion and other progression systems
## Basic combat flow
Melee:
- Uses your current melee stats and attack cooldown
- Crits can trigger extra effects (for example Bleed in resolver path)
Projectile:
- Uses projectile-derived damage stats
- Projectile hits can apply status logic per combat resolver rules
Groove Slam:
- Dedicated action with cooldown and trigger hooks
- Can interact with triggered skill effects
## Enemy pressure and danger
Enemy attack styles include:
- FastMelee
- HeavyMelee
- RangedShot
- DebuffPulse (includes Groove drain)
- LatchDrain, BlastWave, Charge, LobProjectile, SoulLeechBeam, RadialBlast, HookTether, SwordCombo, BeamLane, PlasmaCannon, SupportAura, SonicBurst
Threat model:
- Taking hits can cancel certain channel-like actions (for example the portal channel)
- Pack aggro propagation can wake nearby enemies when one is hit
## Player portal (return to studio) during play
Default action:
- Press X (Summon Portal) in a venue to start a 3-second portal channel; press X again to cancel it
Behavior:
- Taking damage during the channel cancels it
- In single-player, a successful channel opens a player portal in your current room; the matching Studio portal returns you to that room of the same venue run
- Player portals cannot be summoned in the Woodshed, after the venue objective is complete, or while dead
- In multiplayer, the channel instead requests a host-authorized return to the studio (the host's channel returns the whole party)
---
Skills and Abilities
This section lists implemented player skill catalog entries and their role.
## Skill system basics
- Up to 6 assignable action slots are supported
- Skill cooldowns tick globally
- Some skills are Active casts, others are Triggered or Passive augments
- Unlocks come from skill tree node ranks
Unlock mapping (tree node -> skill id):
- metal_crash_surge -> drm_metal_encore_slam
- metal_double_kick -> drm_metal_stagebreaker_wave
- metal_arena_breaker -> drm_metal_arena_breaker
- fusion_ghost_note -> drm_fusion_triplet_rush
- fusion_sync_pulse -> drm_fusion_cyclone_solo
- fusion_groove_cascade -> drm_fusion_groove_cascade
- punk_riot_beat -> drm_punk_ricochet_stick
- punk_feedback_rush -> drm_punk_stick_storm
- punk_no_tomorrow -> drm_punk_no_tomorrow
## Implemented named skills
Metal path:
- Encore Slam (triggered on slam)
- Stagebreaker Wave (active)
- Arena Breaker (active ultimate)
Fusion path:
- Triplet Rush (triggered on melee hit)
- Cyclone Solo (active)
- Groove Cascade (active ultimate)
Punk path:
- Ricochet Stick (active)
- Stick Storm (passive augment)
- No Tomorrow (active ultimate)
## Guitarist named skills
Metal path:
- Faultline Riff (triggered by Power Chord)
- Downstroke Barrage (charge-and-release fire rifts)
- Wall of Death (speaker-corridor ultimate)
Fusion path:
- Heaven's Circuit (pull, lightning strike, Shock, and chains)
- Legato Rush (triggered ghost passes, barrier, and movement speed)
- Prismatic Cadenza (linked-node field ultimate)
Punk path:
- Feedback Split (Sustain Beam fork)
- Stage Ghost (rush and mirroring decoy)
- Anarchy Broadcast (three mirroring performer ultimate)
## Guitarist skill details
The Guitarist uses Power Chord and Pick Rake as the class-specific combat foundation. Triggered skills fire from those actions, while Active skills occupy assignable slots and spend Groove. Unless stated otherwise, Guitarist skill cooldowns use the global cooldown system and can be modified by equipment, relic, Legacy, and CD effects.
### Metal
- **Faultline Riff** — Triggered by Power Chord; 1.10 second cooldown. Power Chord launches three fanned seismic lanes with delayed forward repeats.
- **Downstroke Barrage** — Active; 6.5 second cooldown; 30 Groove. Release erupts four close-range fire rifts. Charging adds up to three farther rifts; each eruption applies Dissonance and shoves enemies aside.
- **Wall of Death** — Active ultimate; 15 second cooldown; 50 Groove. Projects an independent speaker corridor and drives five escalating compression waves through it.
### Fusion
- **Heaven's Circuit** — Active; 7 second cooldown; 32 Groove. After a 0.6 second telegraph, pulls enemies toward a marked point, strikes with lightning, and applies Shock. Stored Harmony adds up to three non-recursive satellite targets.
- **Legato Rush** — Triggered by Pick Rake melee hits; 2.6 second cooldown. A qualifying hit starts continuous damaging passes that arc lightning, apply Shock, grant a barrier, and increase movement speed.
- **Prismatic Cadenza** — Active ultimate; 30 second cooldown; 50% of maximum Groove. Creates a seven-second field of three lightning-linked nodes that pull enemies and call down sky strikes. Critical hits can call an extra strike at most once every 0.30 seconds. Damage becomes a non-stacking shield until depleted; the finale strikes for accumulated damage before the cooldown begins.
### Punk
- **Feedback Split** — Triggered Sustain Beam augment with no standalone cooldown or Groove cost. The first enemy hit by Sustain Beam can fork bounded beams to nearby unique targets.
- **Stage Ghost** — Active; 4 second cooldown; 18 Groove. Rushes through enemies and leaves an invulnerable decoy that mirrors basic attacks and non-ultimate skills toward your target.
- **Anarchy Broadcast** — Active ultimate; 30 second cooldown; 50% of maximum Groove. Summons three gold-flamed Stage Ghost performers for 15 seconds. They independently mirror basic attacks and non-ultimate abilities except Stage Ghost, aiming at nearby enemies or dense packs; the cooldown begins when they expire.
## Guitarist resource and combat notes
- Power Chord is the Guitarist Core Slam path and shares the class-neutral attack attribution rules used by Drummer Groove Slam.
- Pick Rake melee hits are important because they can trigger Legato Rush and other melee-qualified effects.
- Sustain Beam is the source for Feedback Split; its fork is bounded to nearby unique targets and does not recursively multiply without limit.
- Prismatic Cadenza converts dealt damage into a temporary shield and stores that damage for the finale, making it an offense-to-survival ultimate rather than a simple burst button.
- Stage Ghost and Anarchy Broadcast create mirror performers; their copied attacks are bounded and do not recursively create more Stage Ghost performers.
- Guitarist skill descriptions, IDs, source nodes, triggers, cooldowns, Groove costs, and assignability are exported from the runtime catalog and are also available in the website Skills catalog.
## Skill quick-reference table
### Drummer reference
| Skill | ID | Type | Trigger | Cooldown | Groove Cost | Source Node |
|---|---|---|---|---:|---:|---|
| Encore Slam | drm_metal_encore_slam | Triggered | OnSlam | 1.10s | 0 | metal_crash_surge |
| Stagebreaker Wave | drm_metal_stagebreaker_wave | Active | None | 6.5s | 28 | metal_double_kick |
| Triplet Rush | drm_fusion_triplet_rush | Triggered | OnMeleeHit | 2.6s | 0 | fusion_ghost_note |
| Cyclone Solo | drm_fusion_cyclone_solo | Active | None | 7.0s–3.0s (by charges) | 42 | fusion_sync_pulse |
| Ricochet Stick | drm_punk_ricochet_stick | Active | None | 1.0s | 18 | punk_riot_beat |
| Stick Storm | drm_punk_stick_storm | Triggered (augment) | None | 0s | 0 | punk_feedback_rush |
| No Tomorrow | drm_punk_no_tomorrow | Active Ultimate | None | 17.0s at rank 1 (after cyclone ends) | 50% Max Groove | punk_no_tomorrow |
| Groove Cascade | drm_fusion_groove_cascade | Active Ultimate | None | 10.0s base (after storm ends) | 25% Max Groove | fusion_groove_cascade |
| Arena Breaker | drm_metal_arena_breaker | Active Ultimate | None | 15.0s base (after impact) | 50% Max Groove | metal_arena_breaker |
### Guitarist reference
| Skill | ID | Type | Trigger | Cooldown | Groove Cost | Source Node |
|---|---|---|---|---:|---:|---|
| Faultline Riff | gtr_metal_faultline_riff | Triggered | OnSlam | 1.10s | 0 | gtr_metal_faultline_riff |
| Downstroke Barrage | gtr_metal_downstroke_barrage | Active | None | 6.5s | 30 | gtr_metal_downstroke_barrage |
| Wall of Death | gtr_metal_wall_of_death | Active Ultimate | None | 15.0s | 50 | gtr_metal_wall_of_death |
| Heaven's Circuit | gtr_fusion_heavens_circuit | Active | None | 7.0s | 32 | gtr_fusion_heavens_circuit |
| Legato Rush | gtr_fusion_legato_rush | Triggered | OnMeleeHit | 2.6s | 0 | gtr_fusion_legato_rush |
| Prismatic Cadenza | gtr_fusion_prismatic_cadenza | Active Ultimate | None | 30.0s | 50% Max Groove | gtr_fusion_prismatic_cadenza |
| Feedback Split | gtr_punk_feedback_split | Triggered augment | None | 0s | 0 | gtr_punk_feedback_split |
| Stage Ghost | gtr_punk_stage_ghost | Active | None | 4.0s | 18 | gtr_punk_stage_ghost |
| Anarchy Broadcast | gtr_punk_anarchy_broadcast | Active Ultimate | None | 30.0s | 50% Max Groove | gtr_punk_anarchy_broadcast |
## Ultimate category
Ultimate-tagged skill IDs:
- drm_punk_no_tomorrow
- drm_fusion_groove_cascade
- drm_metal_arena_breaker
- gtr_metal_wall_of_death
- gtr_fusion_prismatic_cadenza
- gtr_punk_anarchy_broadcast
Ultimate cooldown behavior:
- Uses derived ultimate cooldown reduction percent
- Effective cooldown scales by: base * (1 - CDR%)
- Capped by runtime clamps in skill runtime
## Drummer passive math highlights
Examples of implemented scaling hooks include:
- Damage bonuses from Heavy Hands
- Move/attack speed bonuses from Fast and Loose
- Stagebreaker Wave scaling by Metal Double Kick rank
- Triplet Rush shield and engage range scaling by Fusion Ghost Note rank
- Ricochet range/bounces scaling by Punk Riot Beat rank
- No Tomorrow duration and cooldown scaling by Punk No Tomorrow rank
- Polyrhythm chain jumps/stun scaling
- Thunder Fill extra slams and ember lifetime
High-impact formulas players usually optimize first:
- Stagebreaker damage scale = 1.15 + 0.24 * rank(metal_double_kick)
- Triplet shield = 150 + 40 * rank(fusion_ghost_note)
- Ricochet bounce count = min(12, 2 + rank(punk_riot_beat))
- Ricochet range = min(600, 140 + 22 * rank(punk_riot_beat))
- No Tomorrow cooldown = max(5, 20 - 3 * rank(punk_no_tomorrow)); the node is fixed at rank 1, so the base cooldown is 17 seconds
- Polyrhythm jumps = min(6, 2 + rank(fusion_polyrhythm))
## Practical build note
Because multiple systems layer modifiers (gear + passives + triggered effects), practical power comes from synergy, not one stat line.
---
Loot, Itemization, and Equipment
## Loot generation and drop flow
Current baseline:
- Enemy death can roll loot drops
- Basic item generation is active
- Rarity tiers are active
- Ground labels are stacked and colored
## Pickup behavior
- Auto-Pickup (Options, on by default) pulls in nearby items and materials not hidden by the Loot Filter; the HUD Pickup slot shows "Auto"
- With Auto-Pickup off, click labels or use G pickup (the HUD shows your Pickup binding); materials are always collected automatically
- Gear you dropped yourself is never auto-collected
- Auto Equip (on by default) equips picked-up gear into an empty, compatible slot
- Auto Equip Higher Quality (off by default) swaps in higher-rarity gear even if individual combat stats or weapon damage decrease. Relic and Set drops can replace Common through Epic gear, but equipped Relic, Set, locked, mastered, crafted, socketed or preferred-stash-protected gear is never replaced. CD swaps must retain the same modifier, and the old item goes to your inventory
- Pending pickup ID allows auto-run and pickup on range entry
- Label hover and proximity logic includes stacked label area support
## Inventory and equipment
Current implemented baseline includes:
- Inventory list and detail views
- Equip/unequip/swap for Instrument, Offhand, Head, Body, Legs, Gloves, Belt, Boots, two Accessories, Necklace, and CD slots
- Six follower equipment slots: Credentials, Headgear, Signal Charm, Stagewear, Road Case, and Spotlight Rig
- Derived stat application from equipped item
- Compare behavior and UI interaction safety
- Loot filter editing, item salvage/breakdown, relics, legendary powers, and authored set bonuses
EquipmentSystem flow:
- Applies derived melee and projectile damage stats from equipped item snapshot
- Re-applies when inventory actions change gear
## Equipment appearances and cosmetics
- Registered appearances render equipped gear on the local Drummer or Guitarist; they do not change item stats or combat behavior.
- The framework supports Head, Body, Gloves, Legs, Boots, Instrument and Offhand. Only authored items/animations have fitted overlays; unregistered gear keeps its existing visuals.
- The initial bundled appearance is the Drummer Marching Harness body overlay for idle, with standard and HD sheets. More cosmetic item appearances and animation coverage are planned for future patches.
- Remote players still use the existing multiplayer visual path; seven-slot fitted-appearance synchronization is not part of this release.
- Authoring/import details: [Equipment overlays](EQUIPMENT_OVERLAYS.md).
## Rarity and progression feel
Implementation includes rarity and reward signaling, with reduced over-drop pacing compared to earlier states.
## Set items
Set pieces activate authored bonuses at their listed piece thresholds. Set bonuses can scale from matching Legacy nodes, and class-mechanic text resolves to the current class (for example Groove Slam or Power Chord).
Current set families:
- The Closed Feedback Circuit
- Pit Crew Regalia
- Faultline Couture
- The Infinite Setlist
- Backstage Revolution
- The Deferred Damage Union
- The Black Box Wardrobe
- Angle of Incidence
The Closed Feedback Circuit creates Output Jacks from qualifying Groove-spending abilities. Two pieces create the damaging Feedback Grid; three pieces add routed Lightning damage and Jack discharges to successful basic attacks.
## Legacy progression
- Open the Legacy Tree with `L`
- Legacy ranks are account-level progression and are loaded into eligible characters, including new One Take runs
- Branches contain prerequisites, exclusive keystone choices, and late infinite-pool nodes
- Current branches cover Resonance, Crowd, Elemental, Groove, Speed, and Aura themes
- The game validates node IDs, rank caps, prerequisites, and mutually exclusive choices when loading or investing
- Set-item affinity can use specific Legacy ranks to strengthen an authored set parameter
- All 77 nodes have active runtime contracts. Rank-derived values are clamped to their authored caps and refresh immediately after a rank change.
### Resonance
- Improves global damage, skill damage, critical chance, primary damage, and added Lightning damage.
- Crescendo rewards consecutive hits within its two-second window; Feedback Loop can reset the most recently cast skill on a critical hit.
- Dual Encore gives successful skills a 15% chance to replay the same skill at 60% effectiveness. The replay is free and cannot recursively trigger another replay.
- Amplifier Overload releases its rank-scaled Lightning nova every fifth qualifying hit.
### Crowd
- Improves area radius, conversion rewards, converted-fan output, and damage against nearby enemies.
- Stage Dive expands Core Slam abilities and slows affected enemies. Both Drummer Groove Slam and Guitarist Power Chord use the Core Slam contract.
- Encore Demand grants free skill casts after each five conversions, with additional stored casts from higher ranks.
- Wall of Death empowers a skill cast after it reaches five unique targets and applies the bonus consistently to earlier and later targets in that cast.
### Elemental
- Fire, Frost, and Lightning investments create real damage/status procs rather than visual overlays only.
- Pyrotechnics applies Ignite, Frost Monitor applies Chill/Freeze, and Live Wire applies Shock with chained Lightning damage.
- Arc Flash adds 3% Shock damage per rank and one additional chain target per four ranks.
- Metal Inferno leaves burning ground for three seconds on a Metal skill impact. Fusion Cryogenics chills every third basic-projectile hit. Punk Voltage chains Shock from Core Slam impacts.
- Supernova increases elemental proc damage by 50%. Eligible direct Fire, Frost, or Lightning killing hits create a matching elemental explosion; DoTs, followers, clones, replays, environmental damage, and suppressed secondary effects cannot trigger it. The Conductor tracks all three elemental proc types in a four-second window before its Tri-Force blast.
- Elemental Encore gives each elemental proc an 8% plus 0.5% per-rank chance to add one random secondary elemental proc; secondary procs do not recursively repeat.
### Groove
- Improves Groove generation, regeneration, cooldown recovery, maximum Groove, and low-Soul performance.
- Sustain Pedal returns a portion of paid Groove costs as Soul. Power Ballad doubles full-Groove skill cost while adding 40% damage.
- Jam Session replays the strongest learned assignable skill for free every 10th/8th/6th successful skill cast at ranks 1/2/3. It does not spend Groove, start a cooldown, consume combo state, or trigger another cast callback.
- Flow State activates after three skills within four seconds and improves all supported combat stats for its rank-scaled duration.
### Speed
- Improves attack speed, movement speed, primary double strikes, and low-Soul tempo through the branch keystones.
- Hit & Run adds dodge while moving; a moving primary hit grants a 20% movement burst for 0.5 seconds.
- Blitz stores movement distance and consumes its bonus on the next qualifying attack.
- Flurry fires a free rank-scaled projectile every fourth primary hit for either melee or projectile builds. Flurry projectiles cannot advance their own counter.
### Aura
- Improves durability, regeneration, follower resilience, and nearby crowd control.
- Sound Barrier maintains a rechargeable Soul-based barrier and Reverb reflects damage when that barrier breaks.
- Iron Curtain combines incoming mitigation with an outgoing penalty and a cooldown-gated lethal guard.
- Phoenix Encore revives the player with temporary invulnerability and a damage window. Battle Hymn periodically heals and grants its damage buff.
---
Crafting and Workbench Systems
Workbench is a core studio system with multiple modes.
Modes:
- Forge
- Remix
- Gear Raffle
- Mastering (fourth tab; locked until unlocked, see below)
## Access and gating
Workbench opening requires workbench unlock progression.
Workbench recipes and core follower gear loop are tied to follower unlock state.
Campaign unlock callbacks that matter for players:
- unlock_rusty_nail: enables Rusty Nail
- unlock_backyard_party: enables Backyard Party
- unlock_city_streets_workbench_follower: enables City Streets + Workbench + Follower systems
- City Streets first clear (or Sir Don's post-City Streets briefing): enables Midnight Rave + Poker + Pinball
- Midnight Rave first clear (or Sir Don's post-Midnight Rave briefing): enables Woodshed mode
- studio_upgrade: Sir Don's studio relocation after Woodshed wave 20, required for Mastering
## Forge mode
- Crafts follower-oriented gear by slot and archetype
- Recipe costs use materials such as parts, signal wire, and other item keys
- Can auto-equip follower gear if target slot is empty
## Remix mode (Acclivity Remix)
Current implemented remix behavior:
- Consumes 1 Acclivity Shard per remix
- Requires explicit valid target item
- Can reroll item and alter socket/stat/relic-related properties per remix logic
- Has craft reveal timing and preview flow
Important:
- Not every item is remix-eligible
- Bricked-item recovery path exists in remix logic
## Gear Raffle mode
Implemented raffle pulls:
- Standard Raffle Pull
- Cost: 10 stage_tickets
- Random class item with boosted rarity odds and raffle affix behavior
- Premium Raffle Pull
- Cost: 25 stage_tickets + 2 pure_inspiration
- Stronger rarity and affix outcomes
## Mastering mode
Unlock:
- Complete Woodshed wave 20 or higher and finish Sir Don's studio upgrade (Studio Act-II transition)
Eligibility and effect:
- Strengthens existing player equipment through tiers 1–11
- Relics, set items, follower gear, materials, song stones and Acclivity-bricked items are not eligible
- Each tier scales eligible flat stats (x1.08 at tier 1 up to x2.83 at tier 11) and percentage stats (x1.15 up to x5.75)
Cost per tier t (cumulative when skipping tiers):
- t Sparks of Genius
- 25 x t² Parts
- 10 x t² of the item's slot material (for example Drum Heads for Drummer instruments, Strings for Guitarist instruments)
- max(0, t − 7) Vials of Adoration (tiers 8–11)
- 5 Pure Inspiration at tier 10
## Relic vial forge recipe
Follower archetype-specific relic forge recipe consumes:
- 2 vial_of_adoration
- 40 parts
Breaking down an eligible follower relic returns 1 Vial of Adoration. Follower inventory supports both individual and bulk breakdown with protected-item checks.
---
Followers
Followers are a major build and combat layer.
## Archetypes
Implemented archetypes:
- Bouncer (frontline bruiser/protector)
- Roadie (tactical kiter/trap and utility)
- Manager (ranged support/debuff/economy pressure)
## Follower gear slots
Active normalized slots:
- Credentials
- Headgear
- SignalCharm
- Stagewear
- RoadCase
- SpotlightRig
Legacy slot compatibility mapping is handled internally for older data.
## Combat behaviors
Follower system covers:
- Follow logic and leash logic
- Orb seek behavior for sustain support
- Archetype-specific combat updates
- Command mode via follower command input
- Cooldown timers and ability-state timers
- A shared combat snapshot combines each archetype's base profile, equipped follower gear, Legacy bonuses, and temporary buffs before behavior systems consume the values
Examples of follower mechanics:
- Bouncer frontline engage and crowd pressure timing
- Roadie deploy/toss/effect timers and utility effects
- Manager support aura and reward modifiers, with strict archetype isolation
## Follower passive profile reference
| Archetype | MaxSoul% | Defense% | Aggro% | Key Utility % | Follow Distance | Max Leash | Follow Offset |
|---|---:|---:|---:|---:|---:|---:|---|
| Bouncer | 25 | 15 | 20 | CrowdControl 15, PartyShieldGen 8, PartyMaxSoulSupport 5 | 72 | 230 | (44, -18) |
| Roadie | 18 | 5 | 5 | CrowdControl 12, TrapPower 20, TrapDuration 20, DeployCadence 15, PartyDropFortune 8, PartySalvageReturn 10 | 96 | 260 | (-52, -10) |
| Manager | 12 | 3 | 10 | CastRange 15, PartyDropFortune 10 | 110 | 280 | (0, 40) |
Follower stat-label categories exposed in systems:
- Bouncer: Soul, AttackSpeed, AbilityCooldownRecovery, MeleeDamage, CleaveRange, CleaveSplashDamage, CrowdShoveDuration, CrowdShoveStrength, CrowdShoveDoT, SoulStealPerHit, AmpYouUpPercent, AggroStrength, Defense
- Roadie: Soul, Defense, AttackSpeed, AbilityCooldownRecovery, ThrowDamage, SplashRadius, CableDuration, CableEffectStrength, ShockDamage, StunDuration, SonicForce, TechEffectStrength, MoveSpeed, SoulStealPerHit
- Manager: Soul, Defense, AbilityCooldownRecovery, ManagerCooldownReduction, HypeWaveDamage, HypeWaveSize, HypeWaveRange, HypeThreat, PromotionPower, PromotionDuration, FameBonus, FortuneBonus, RecordDealDuration, RecordDealDiscCount, RecordDealBleedDamage, ElementalVulnerability, MoveSpeed, SoulStealPerHit
## Follower death and recovery
- Followers can die in combat
- In-flight effects can continue depending on archetype
- Auto-resurrect logic exists with timer-based revive behavior
---
Venues and Progression
## Campaign unlock chain
Campaign progression flags manage unlocks for:
- Rusty Nail
- Backyard Party
- City Streets
- Midnight Rave
- Woodshed
- Workbench and follower feature unlocks
Current mission text is driven by campaign state and venue context.
## Backyard Party waves
- Opening yard, kitchen and both side yards use 60% of their original enemy counts at Amp 1, then 70%, 80%, 90% and 100% at Amps 2 through 5 (rounded to whole enemies). Amp 5 and above retain the original counts.
- Returning through a player portal after a death or retreat restarts the interrupted wave, clearing previous enemies and queued spawns. Completed waves and stages remain completed.
- Wave limits remain 5 for the opening yard, 7 for the kitchen, 10 for Side Yard 1 and 15 for Side Yard 2.
## Venue runtime state model
Core states include:
- NotStarted
- Active
- BossUnlocked
- BossActive
- BossDefeated
- WarpUnlocked
- Complete
- ReturnedToStudio
Room states include:
- NotVisited
- Active
- Cleared
## Current implemented venue set
- Rusty Nail
- Backyard Party
- City Streets
- Midnight Rave
- Woodshed (endless wave arena)
## Room and encounter logic
Venue progression handles:
- Room activation by position/activation bounds
- Controlled spawn queues and per-tick spawn budget
- Encounter clear detection and room progression
- Boss-room gating and spawn triggers
- Warp unlock after objective completion
## Woodshed mode
WoodshedWaveConfig default highlights:
- BaseEnemyCount: 25
- EnemyCountScalePerWave: 0.18
- MaxEnemiesPerWave: 200
- BaseEliteChance: 0.25
- EliteChancePerWave: 0.08
- MaxEliteChance: 0.70
- ChampionPackStartWave: 1
- BaseChampionPackChance: 0.50
- ChampionPackChancePerWave: 0.10
- MaxChampionPackChance: 0.90
- IntermissionDuration: 5.0 seconds
Boss scaling in Woodshed:
- Bosses start at wave 15
- +1 boss every 5 waves
- Capped at 10 bosses per wave
Woodshed rules and milestones:
- Player portals cannot be summoned in the Woodshed
- Completing wave 20 makes Sir Don's studio upgrade available, which leads to the Mastering unlock
- With Environmental Effects enabled, the arena starts with mellow leaves/debris and then randomly transitions among wind, rain, sunny weather and night. Holds last 45-90 seconds and blends last 10-18 seconds while the atmosphere is active; a state never transitions directly to itself. This is cosmetic and does not change waves, damage or rankings.
WoodshedWaveState tracks:
- Current wave
- Enemies spawned/remaining
- Intermission timer
- Elapsed time for leaderboard ranking
---
Side Activities
## A) Hideout Card Game (Poker/Setlist Run)
Entry:
- Studio side activity machine (unlocked by completing City Streets)
Runtime gate details:
- Buy-in and run are only accessible once the machine can be opened from current campaign unlocks
Run structure:
- 10 rounds per run
- Base 3 plays per round
- Base 2 discards per round
- Hand size 8
- Up to 5 selected cards when playing a hand
Round targets (base):
- 140, 260, 420, 620, 860, 1100, 1380, 1690, 2030, 2400
Buy-in:
- Standard mode: 1 Poker Chip stack
- OneTake mode: 1 Poker Chip stack
- Chip stacks are bought at the Cashier Cage for 260 parts + 60 fabric + 50 wood_scrap each
Scoring:
- Hand score uses base chips + rank bonus + flat bonus, multiplied by hand multiplier
- Implemented hand baselines:
- High Card: 5, x1.00
- Pair: 12, x1.15
- Two Pair: 20, x1.45
- Three of a Kind: 30, x1.80
- Straight: 35, x2.20
- Flush: 40, x2.40
- Full House: 55, x3.00
- Four of a Kind: 75, x3.80
- Straight Flush: 110, x4.80
Ticket payout model:
- Each round clear gives 2 base tickets (+1 for overkill); clearing the final round adds 12 base tickets
- Perks add further base tickets (see perk list)
- Ticket scaling applies by mode:
- TicketPayoutMultiplier: 10
- OneTake mode multiplier: 1.15
- Standard mode multiplier: 1.00
At-a-glance payout math:
- scaled_tickets = round(base_tickets * 10 * mode_multiplier)
- mode_multiplier = 1.15 (OneTake) or 1.00 (Standard)
- if daily full-payout run cap is exceeded:
- postcap_tickets = round(scaled_tickets * postcap_multiplier)
- postcap_multiplier = 0.50 (OneTake) or 0.60 (Standard)
Daily soft cap behavior:
- Full payout runs/day:
- Standard: 3
- OneTake: 2
- Post-cap payout multiplier:
- Standard: 0.60
- OneTake: 0.50
Cashout Boost perk:
- +35% tickets before daily soft cap application
Perks:
- Perk drafts offer 3 choices; up to 5 perks per run
- Includes offensive, economy, and round-control perks (for example Tight Setlist, Lucky Break, Headliner Tax, Safety Net, Momentum, DeepCut, Cashout Boost)
Complete perk list:
| Perk | Effect |
|---|---|
| Crowd Warmup | First played hand each round gains +80 chips |
| Tight Setlist | All round targets reduced by 22% |
| Encore Energy | +2 plays per round |
| Dumpster Dive | +2 discards per round |
| Amped Hands | Every played hand gains +40 chips |
| Discard Battery | Discards grant +72 chips to next hand instead of +48 |
| Headliner Tax | Round clears grant +2 extra tickets before payout scaling |
| Overkill Special | Overkill threshold becomes 120% instead of 150% |
| Safety Net | If no rounds are cleared, gain one 3-ticket consolation before scaling |
| Lucky Break | 20% chance for played hand score to double |
| Deep Cut | Final round target reduced; run clear bonus gains +8 extra tickets before scaling |
| Momentum | Consecutive round clears add up to +4 bonus tickets before scaling |
| Clean Set | Clear a round with discards left: +2 extra tickets before scaling |
| Cashout Boost | Cashout tickets gain +35% before daily cap |
High score integration:
- Poker high score submission is recorded through global rankings on run finish paths
## B) Pinball
Entry:
- Studio pinball machine (unlocked by completing City Streets, same as the card table)
- Each game costs 1 Pinball Token, bought from the token machine for 200 parts + 50 metal_scrap + 10 amp_tubes each
Core controls:
- Enter or PLAY: start a game
- Space/Confirm: charge plunger, release to launch, and table nudge while in play (more than 5 nudge presses within 2 seconds causes TILT, locking the flippers)
- SCORING INFO: toggle the scrollable scoring/reward side panel
- Left flipper: A, Left Arrow, or Left Shift
- Right flipper: D, Right Arrow, or Right Shift
- Escape: forfeit/exit behavior path
- F3 or debug toggle: pinball debug overlay
Run and ball state:
- BallsPerRun: 3
- Ball save initial duration: 8 seconds
- Ball save powerup duration: 10 seconds
Physics and table constants (implemented):
- Gravity: (0, 480)
- SubSteps: 6
- WallRestitution: 0.82
- RubberRestitution: 1.12
- Flipper and bumper impulse bands are explicitly tuned in rules
Jackpot and bonus systems:
- Base jackpot score: 1000
- Jackpot charge increment: 1000
- Jackpot max value: 10000
- Bonus jackpot timers/spawn windows are active
- Glowing jackpot beacons link bonus reward icons to their target; simultaneous icons on one target remain separated.
- Collecting bonuses shows named reward pickups and soft, bright fireworks. Charged jackpots use a localized bloom rather than a full-screen flash.
- Powerup inserts are labeled X2, JP+, or SAVE (EMPTY when no saves remain). Bright labels indicate an available target; dim labels indicate an inactive timed gate. Successful activations show brief feedback.
Side banks and scoring:
- Light all four left bank inserts for a 20-second Fire bonus: all points x2, flame borders, and a burning ball/trail.
- Light all four right bank inserts for a 20-second Lightning bonus: all points x2, lightning borders, and an electrified ball/trail.
- The timers are independent. Both bonuses together multiply all points x4 and combine both effects.
- Bank multipliers apply after the combo/powerup x4 cap, allowing up to x16 total.
- Each bank clear awards 1500 base points. Clearing both banks on the same ball awards a 3000-base-point Stereo Sweep with an on-table cue: left and right waveforms sweep across the table, meet in a center pulse, and every bank insert flashes and arcs toward it.
- Completed inserts remain lit until their bonus expires, then reset for another clear. Hits during the bonus do not retrigger it.
- Losing a ball ends active bank bonuses; ball saves preserve them. Opening cabinet modals pauses their timers.
- The inset amber dot-matrix scoreboard displays score, ball, total multiplier, jackpot, and saves without covering the screen bezel.
- The shorter, evenly spaced top controls sit inside the cabinet frame with brushed-metal bezels and gently pulsing dot-matrix labels.
- Individual Fire/Lightning bank activations use their existing bank/ball effects and side-panel timers, without a banner overlay.
Ticket formula:
- Base ticket score divisor: 1000
- Base ticket max: 25
- Side bank bonus cap: 4
- Jackpot bonus cap: 6
- Stereo sweep bonus cap: 3
- Ticket total cap: 35
At-a-glance ticket math:
- base = clamp(score / 1000, 1..25)
- bonus = min(side_bank_completions, 4)
+ min(jackpot_hits * 2, 6)
+ min(stereo_sweeps * 1, 3)
- total_tickets = min(base + bonus, 35)
Reward handling:
- Awards stage_tickets
- Additional ticket bonuses from bonus jackpot collection
- Acclivity shard reward derived from awarded tickets
- Song stone chance starts at 12%, gains 8% per jackpot hit (max 60%), and converts into inventory song-stone items
High score integration:
- Pinball high score submission goes to global rankings
---
Menus and Options
## Pause and options flow
The menu stack includes:
- Pause menu
- Options menu
- Controls menu
- Video settings menu
- Loot filter editor
- Save/load-related screens
## Options menu entries (implemented)
- Video Options
- Controls
- Amp Level
- Loot Filter
- Music Volume
- SFX Volume
- Audio Hooks On/Off
- Enemy HP Bars On/Off
- Enemy Damage Numbers On/Off
- Player Damage Numbers On/Off
- HD Sprites On/Off
- Set Save Passphrase / Change Save Passphrase
- Privacy choices
- Auto-Pickup On/Off
- Auto Equip On/Off
- Auto Equip Higher Quality On/Off
- Back
Notes:
- Amp Level row is special-cased visually at max level (11)
- Loot Filter rows have Hide and Auto Breakdown columns. Hidden items are not picked up. Auto Breakdown salvages vacuumed-up gear of that type into materials (shown as +N with a material icon); it is greyed out while the row is hidden. Relic, Set, Epic, locked and preferred-stash gear is never auto-broken down
## Video settings (implemented)
- Resolution (native or selected)
- Display Mode (Windowed, Fullscreen, Borderless)
- Lock Aspect Ratio toggle
- UI Scale presets
- VSync toggle
- FPS limit (including unlimited)
- Recording Compatibility
- Lightning Borders toggle
- Effects Intensity (Full / Balanced / Reduced)
- Environmental Effects toggle (venue lighting/weather and Woodshed weather)
- Revert To Last Applied
- Apply / Revert flow with auto-revert countdown safety
Presentation:
- Environmental Effects include Rusty Nail incandescent light/smoke, Backyard leaves/dust and cloud shadows, kitchen fluorescent light and floating dust, City Streets cycling rain, Midnight Rave multicolored floodlights, and the Woodshed's randomized weather/day-night cycle.
- Effects Intensity scales decorative particle counts, glow, motion and flashes. Combat mechanics and telegraph timing are unchanged.
- Enemy names sit inside their health bars, with larger tier-colored text and ability/mechanic badges. Actor shadows and ground labels are tuned for readability.
Persistence:
- Global video settings are saved and loaded from global video options data
## Controls menu behavior
- Full per-action rebind support for primary and secondary slots
- Conflict detection with replace-or-cancel flow
- Unsaved changes guard on exit
- Save profile and load profile support
- Restore defaults support
- Validation prevents saving with missing binding actions
---
Rankings, Saves, and Persistence
## Rankings
Global rankings include:
- Woodshed ladder entries
- Pinball high score
- Poker high score
Website leaderboard submission:
- The game can submit completed Woodshed, Pinball, and Poker results from their result/recap UI.
- Woodshed submissions include wave, elapsed time, class, character level, run mode, and Amp context.
- Woodshed standings are divided on the website into Standard and One Take Mode tables.
- Pinball and Poker submissions include score and character context where available.
- The public standings are client-reported and use pseudonymous bearer credentials; they are not proof that locally simulated gameplay was honest.
- The current production leaderboard API is hosted at `https://api.cygnalstudios.com` and the public site at `https://cygnalstudios.com`.
Historical submission note:
- Scores accepted before character-level capture may display a blank level on the website. New submissions include the character level.
Persistence path:
- saves/global/rankings.json
## Save model summary
- Character progression and inventory persist per character save
- Global rankings persist separately
- Legacy woodshed leaderboard migration support exists where needed
Save root:
- `%LOCALAPPDATA%/CygnalARPG/saves`
- Character saves: `%LOCALAPPDATA%/CygnalARPG/saves/characters/*.json`
- Global rankings: `%LOCALAPPDATA%/CygnalARPG/saves/global/rankings.json`
- Control profiles: `saves/controls/*.json` relative to the game install (three folders above the executable directory), with the active profile in `active.json`; controller profiles use `saves/controller_controls/`
## Multiplayer
- The title flow supports hosting and joining after selecting/loading a character
- Default join port is 7779
- Host authority drives encounter progression and boss abilities
- Multiplayer chat supports open/minimized state and message history
- Disconnect and return-to-title paths clean up the active session
## Video settings persistence
Global video options are persisted separately from character saves.
---
Advanced Tips and Edge Cases
1. Portal out safely
- Summoning a portal back to the studio (X) is a 3-second channel that incoming damage cancels. Clear pressure first, then channel. Portals cannot be summoned in the Woodshed.
2. Build around layered scaling
- Skill passives, equipment snapshots, and triggered effects stack. Strong builds come from cross-layer synergy.
3. Card game economy optimization
- Early rounds: prioritize reliable clears over high-roll greed.
- Daily cap reduces late-run returns, so route your session around full-payout runs first.
4. Pinball value routing
- Side-bank and jackpot consistency often outperforms raw random bumper farming.
- Jackpot hit count also raises song-stone chance, not just score value.
5. Follower role discipline
- Bouncer for pressure relief/frontline
- Roadie for utility and control lanes
- Manager for support/economy pressure
6. Workbench mode intent
- Forge for targeted follower upgrades
- Remix for high-variance item evolution
- Raffle for ticket conversion into class item opportunities
- Mastering for tier upgrades (1–11) on non-relic, non-set gear
---
Quick Troubleshooting
Problem: Inputs feel unresponsive while in activity panel.
- Cause: Input is intentionally captured by active UI/minigame layers.
- Fix: Close panel or complete popup state, then return to gameplay.
Problem: Cannot open side activity machine.
- Cause: Progression gate not met yet.
- Fix: Progress Sir Don campaign chain until required unlock flags are active.
Problem: Portal channel canceled unexpectedly.
- Cause: Damage taken during the portal channel, or X pressed again.
- Fix: Disengage threats, then retry the portal.
Problem: Controls changed but not kept.
- Cause: Unsaved control profile.
- Fix: Save controls profile before leaving controls menu.
---
## Change Tracking Note
Current update summary:
- Expanded the website Player Wiki to expose all thirteen implemented reference chapters with search and chapter anchors.
- Added character-level capture to online leaderboard submissions and split Woodshed standings into Standard and One Take Mode divisions.
- Migrated the public website and leaderboard API from the old `cygnalops.com` hostnames to the dedicated `cygnalstudios.com` domain.
If you ship frequent updates, add a patch summary block above this section listing:
- New mechanics
- Tuned formulas
- Removed/renamed features
- Save compatibility notes
This keeps the wiki accurate without full rewrites every patch.