Mechanics
Mechanics
Formulas and gameplay rules traced to code and data.
Stat Formulas
| Mechanic | Formula / Rule |
|---|
| Global damage | 1 + levelup + relic + Heart Tree + mastery, then dynamic relic modifiers are added before attacks fire. |
| Dynamic damage | base_damage_multiplier + overheat_modifier + kinetic_modifier. Overheat and Kinetic Battery are recalculated during play. |
| Critical hits | if randf() < crit_chance: damage * crit_multiplier. Base crit chance is 5%; base crit multiplier is 1.5x. |
| Crit cap | Crit chance cap is +90%. |
| Attack speed | product(1 + bonus) for level-up, relic, Heart Tree, mastery, and pilot base attack speed. |
| Cooldown multiplier | 1 / max(attack_speed_multiplier * slow_zone_attack_speed_multiplier, 0.001). |
| AOE size | 1 + levelup_aoe + relic_aoe + Heart Tree AOE + mastery AOE. |
| Multiplicity | levelup_multiplicity + relic_multiplicity; applied to projectiles, jumps, orbiters, and supported ability copies. |
| Move speed | levelup_speed_multiplier + relic_speed + Heart Tree speed, plus temporary relic bonuses such as Emergency Thrusters, Magnetic Surge, and Last Stand. |
| Pickup radius | levelup_pickup_radius + relic_pickup_radius + Heart Tree pickup_radius. |
| Max HP | pilot_base_hp + levelup_hp + relic_hp + Heart Tree HP + mastery HP. |
| Regen | levelup_regen + relic_regen + Heart Tree regen. Base run regen starts at 0.1/s. |
| XP gain | levelup_xp_multiplier + relic_xp_bonus + Heart Tree xp_bonus. Collected XP is rounded and has a minimum gain of 1. |
| Evasion | levelup + relic + Heart Tree + mastery, capped at +45%. |
| Incoming damage | amount * (1 + relic_incoming_damage_multiplier), with tutorial mode applying its own additional multiplier. |
HP, Shields, and Recharge
| Mechanic | Rule |
|---|
| Max shield | pilot_base_shield + levelup + relic + Heart Tree + mastery |
| Absorption | Shield absorbs incoming damage first; overflow becomes HP damage. |
| Recharge start | Any shield or HP damage interrupts recharge. Normal and boss recharge delays come from the active ship definition. |
| Recharge rate | Once the delay expires, shield restores by recharge_rate * delta until full. |
| Shield-break pulse | Configured radius 150, cooldown 10s, knockback 260. |
Regen and Damage Windows
| Mechanic | Rule |
|---|
| Tick interval | Regen accumulates over 1.5s ticks before applying healing. |
| Hit suppression | If damage taken during a one-second window reaches at least 4% of max HP, regen is reduced to 25% for 2s. |
| Aura suppression | Aura effects can reduce regen to 50% for their configured duration. |
| Shield hits count | Shield-absorbed damage still contributes to the damage window and on-damage effects. |
Source Anchors
scripts/core/game.gd::_recalculate_statsscripts/core/game.gd::roll_critscripts/entities/player.gd::take_damagescripts/core/progression_controller.gd::add_xpscripts/core/save_manager.gd::get_meta_upgrade_effect_totalsscripts/core/save_manager.gd::_get_mastery_cost_for_next_level