SETTINGS

Live in game — the tables follow SETTINGS_SCHEMA in play/app.js
Hub › Settings

The in-game Settings menu. One full-screen panel with a section rail on the left and options on the right (mobile: sections collapse into an accordion). Every option persists locally and syncs with cloud save. Defaults are chosen for a first-time mobile player.

Layout

Audio

OptionControlValuesDefault
Master VolumeSlider0–10080
MusicSlider0–10060
Sound EffectsSlider0–10090
UI SoundsSlider0–10060
Mute All SoundToggleon/off (master bus to zero; sliders remembered)Off
Mute in BackgroundToggleon/offOn

Display

OptionControlValuesDefault
Frame RateSegmented30 / 60 / Max — caps the animation loop; Max follows the display (a stored 120 reads as Max)60
Battery SaverTogglecaps 30 fps, reduces VFXOff
Screen ShakeToggleon/offOn
VFX IntensitySegmentedLow / StandardStandard
Keep Screen AwakeTogglestops the screen sleeping while the game is open; shown only where the browser has the Wake Lock API; never runs in the backgroundOff

Battle & Autoplay

OptionControlValuesDefault
Auto-Advance FloorsToggleadvance when portal opensOn
Stop Advancing After a LossTogglea lost battle switches Auto-Advance Floors offOff
On DeathSegmentedStay / Go DownGo Down
Autochallenge Boss — Out of KeysSegmentedStay / Go Up / Go DownGo Down
TargetingSegmentedLowest Health / Highest Health / RandomLowest Health
Optimize ForSegmentedOverall Power / ATK / DEF / HPOverall Power
UltimateSegmentedTurn 1 / Turn 2 / Turn 3 / Never UseTurn 1
Prioritize BuffsToggleuse a ready buff/support move before damageOff
Prioritize DebuffsToggleuse a ready debuff move before damageOff
Streak CounterToggleshow/hide post-battle counterOn
Confirm Premium SpendStaticComing — one confirm before every Wraithgold spend is not built yet—

Autoplay never auto-enters boss rooms — fixed rule, not a setting. See Win Streak & Floors. What On Death, Out of Keys, Targeting, Optimize For, Ultimate and the Prioritize rows do is on Autoplay.

Controls

Status: LIVE on release since 2026-09-02 (0.67). Keyboard only — a touch device has no keys to bind, and the section changes nothing there.

OptionControlValuesDefault
Toggle AutoplayKeyany single characterA
Open / Close EquipmentKeyany single characterE
Open / Close InventoryKeyany single characterI
Lock / Unlock HoveredKeyany single characterL

Click a row to arm it, then press the key. Clicking the armed row again, or Escape, cancels; Backspace or Delete unbinds (the row prints an em dash and matches no key). Space never binds. Closing Settings drops an armed row without binding anything. One key belongs to one action: binding a key another row already uses takes it from that row.

The rule. A bound key calls the same thing the on-screen button calls, so the keyboard can never reach a state a click cannot. A key is ignored while a text field has focus, while Ctrl / Cmd / Alt is held (browser shortcuts win), on auto-repeat, and at character creation. Inventory opens the item bag; with the soul bag already open it switches to the item bag rather than closing.

Lock / Unlock Hovered (SHIPPED IN 0.87, 2026-09-28): with the pointer over a creature or item tile in either bag, the key toggles that record’s lock — the same LOCK the detail panel and creature sheet toggle, ignored by every dismantle. It does nothing when the pointer is off the tiles, while a panel covers the bag, or in dismantle-select mode.

NEW badge (SHIPPED IN 0.87, 2026-09-28; a bag display rule stored here): a creature or item that arrives in a bag — a hatch, a drop, a craft — wears a red dot and NEW at the bottom left of its tile until the pointer passes over it (a tap on touch). Records moving between the bag, the equipment slots and the pens are not arrivals, and what a load brings is the baseline, never an arrival. The unseen set is a list of uids in this per-realm settings store (bag.fresh), pruned when a uid leaves; Restore Defaults does not touch it.

Tutorials

OptionControlValuesDefault
Tutorial ArrowsToggleOn / Off — shows the unlock arrow on each newly opened system until its control is clicked once (tutorials.arrows)On
Reset: <system>ActionOne row per system the account's best floor has opened (none for a locked one); its line says Clicked once or Arrow pending. RESET clears ftue[<system>] so that arrow comes back.—

An arrow points at each system the floor you reach opens, until you click it once. It never blocks play. The ladder and the arrows: index > System unlocks.

Notices

OptionControlValuesDefault
The LetterActionOnce the floor-101 letter has been shown (ftue.letter101): opens it again—
<system>StaticOne row per system whose unlock arrow has been clicked (ftue[<system>]): “<system> opened at floor N.”, the floor from unlocks.csvFloor N
Download My HistoryActionSaves the server’s record of this account as a JSON file: the ledger totals, every currency earned and spent (one row per credited battle that paid Ichor), item grants, battle drops (kept 30 days) and Shadow Trader trades. Read from GET /api/me/history, own account only—
Download My History (CSV)ActionThe same record as one CSV: src, when, what, amount, detail—

Replaced the Adventure Log section 2026-10-22 (D, T31-2: the player-side log is retired; the action log is kept server side only). Derived from the tutorial flags, never stored: no save key, and a cleared arrow (Tutorials > RESET) takes its row with it until it is clicked again. With none yet the section reads No notices yet.

Notifications

OptionControlValuesDefault
Breeding CompleteTogglethe in-game banner when a pen lays an eggOn
PvP Defense ResultsTogglethe in-game note of how the defense did while awayOn
Season Ending SoonStaticComing — needs push notifications—
Daily ResetStaticComing — needs push notifications—

Account & Data

OptionControlValuesDefault
Sign OutActionsaves the climb, ends the session, returns to sign-in—
Player NameStaticset at character creation; no rename in game (D ruling 2026-08-17) — an admin renames via /api/admin/rename—
Link AccountSegmentedone segment per configured provider (Steam · Discord · Google · Apple when keyed); gold = linked to this climb; the list is /api/auth/providers (Accounts & Sign-in)—
Cloud SaveStatic (live)the time of the last save the server acknowledged; cannot be switched off — the server owns the save—
Restore PurchasesStaticComing — with the app-store builds—
Export My DataActiondownloads this save as a JSON file, built in the client (no server read)—
Reset Progress (New Game)Action (danger)resets everything on the account — save, badges, boards, ratings, bought slots, boons, trades — back to Floor 1, Lv 1 (T61); the login and paid Wraithgold stay (Accounts)—
Delete AccountAction (danger)Two steps: what goes, then type DELETE. Schedules deletion 7 days out and signs out every device; signing in before then offers CANCEL DELETION / CONTINUE. Web link: delete-account.html—

Language & Accessibility

OptionControlValuesDefault
LanguageSegmentedAuto (device) · English · each codex/locales.csv language (today Português (Brasil), fully translated since 2026-11-02)Auto
Text Size—Removed (T57) — the whole stage scales with the window; there is no separate text scale—
Colorblind ModeStaticComing — needs a second palette—
Reduce MotionToggledisables shake, parallax, heavy transitionsOff
Reduce FlashingToggledampens hit-flash and strobe VFXOff

Legal & Support

OptionControlValuesDefault
Help & FAQActionopens help.html on this site in a new tab—
Contact SupportActioncloses Settings and opens the in-game report form—
AnalyticsTogglerecords the opt-out in the save; no usage analytics are collected today, and any that ever are must honour itOn (opt-out)
Privacy PolicyActionopens privacy.html on this site in a new tab—
Terms of ServiceActionopens terms.html on this site in a new tab—
CreditsActionopens credits.html on this site in a new tab—
VersionStaticthe running build from version.json (the same string as the footer)—

Changelog

All values persist to local settings storage immediately and ride along with cloud save. Per-section "Restore Defaults" resets only the visible section. Nothing in Settings can grant gameplay advantage; PvP pacing is server-controlled.