Wiki / Settings

Settings

The Settings menu is the same modal from both the main menu and the pause menu, so you can change anything mid-run. Every choice is remembered across restarts - saved to a config file on the desktop build and to browser storage on the web.

Screenshot assets/wiki-settings.png The Settings modal open over the main menu on its Audio tab: the tab bar, the four volume sliders and the Back button.
One Settings modal, reachable from the main menu and the pause menu.

Audio

Four draggable sliders, top to bottom. Each shows its level as a whole percent and takes effect live as you drag.

Slider What it moves
Master Everything at once. The one control most players ever touch.
Interface Menu clicks, HUD ticks, the editor and the flight computer - the sounds that come from the cockpit, not from the world.
World The engine hum, weapons, hits, the rocks breaking up - everything out there, heard at the distance it happens.
Music Reserved. The slider moves and the setting is saved, but the game ships no music yet.

Master multiplies the other three, so a track you have turned down stays down when you raise Master.

Graphics quality

A single Low / Medium / High preset trades visual richness for performance. It does two things at once: it tunes the combat juice, and on the lower tiers it drops the heavier effects for weak machines.

Preset Camera shake Hit flashes Particle bursts 3D world resolution
High on on full native
Medium off on full native
Low off off not spawned reduced, upscaled
Show explanation

Low is spawn-less: torpedo and muzzle particle bursts and the railgun wake are not created at all, rather than created and hidden. Low also takes no transient lights, so the light a railgun slug carries with it is one of the things it does not draw. It also renders the world at a reduced internal resolution and upscales it to fill the window - a lever aimed at fill-bound hardware (laptop iGPUs, phones). The HUD and menus stay crisp and fully clickable; only the 3D world softens. On a strong discrete GPU the speed win is small, so Low is a knob for the low end rather than a general speed-up.

Window

The desktop build opens borderless fullscreen, filling the monitor it starts on. The Windowed row on the Graphics tab gives the desk back, and whichever you pick is remembered - an install that has already chosen keeps its choice.

A window will not be dragged narrower than 640x600. The Settings panel is the widest thing the game draws, and below that size there is no layout left to read it in.

The web build has no such row: the game fits the canvas the page gives it. The panels themselves are sized as a share of the window, so a narrow browser column still gets a readable Settings modal with its Back button on screen.

Controls

Screenshot assets/wiki-controls.png The Controls tab open on the FLIGHT group: one row per action, with the keyboard keycap and the pad glyph in their own columns.
One group at a time, drawn as the buttons you press.

The Controls tab is where you REBIND. It shows one binding group at a time - FLIGHT, TARGETING, CAMERA, SCENARIO, SYSTEM, INTERFACE, MAP, SHIP and INVENTORY - with the keyboard and gamepad columns side by side, drawn as the keycaps and pad glyphs you actually press. The same table is laid out on the Keybinds page.

Click a chip and it prompts PRESS A KEY; the next key, mouse button or pad button you press becomes that column's whole binding. Esc backs out, which is why no row can be bound to it, and Reset Defaults puts the whole table back.

A press something else could answer at the same instant is refused by name - W is already bound to Main Drive - and the chip stays armed for another try. Sharing a key across screens is fine and deliberate: G is GO TO in flight and the mates overlay on the interface's Ship pane, and only one of them is ever listening.

Two rows are read-only, drawn greyed: Esc and the pad's pause chord. They are the way out of every other screen, including this one.

A section's weapon, thruster or mining beam key is not here - that is per ship, assigned in the editor or on the interface's Ship pane. From the pause menu, a flight row cannot take a key that a section of your ship holds: V is already bound to the ship's mining_beam section.

Mouse

MOUSE is a group in the same list, and the one page with nothing to rebind on it: three sliders, and no Reset Defaults - that button is a keybinding operation and would not put a sensitivity back.

Slider Range Default What it scales
Look 100-300% 200% Ship steering, free look and turret aim
RCS 100-500% 100% Mouse-driven translation, the docking fine-adjust
Free Camera 100-300% 200% Mouse look on the free (WASD) camera

Each 100% is that slider's OWN baseline, not a shared number - the three gains behind them differ by two orders of magnitude, so a single scale would be unreadable. Only the mouse is affected; the gamepad sticks and the keyboard have their own curves and are untouched.

A slider moved from the PAUSE menu takes effect on the ship you are already flying - there is no reload and no ship to respawn.

Why Look 200% is the new default

Mouse look shipped before this page existed, on one fixed gain. That gain is what 300% is now, and it was too fast for most pointers - so 100% is a third of it and the default sits at 200%, about two thirds of what mouse look used to feel like. If the old speed was right for you, put Look at 300%.