Mechanics

Mechanics

Formulas and gameplay rules traced to code and data.

Stat Formulas

MechanicFormula / Rule
Global damage1 + levelup + relic + Heart Tree + mastery, then dynamic relic modifiers are added before attacks fire.
Dynamic damagebase_damage_multiplier + overheat_modifier + kinetic_modifier. Overheat and Kinetic Battery are recalculated during play.
Critical hitsif randf() < crit_chance: damage * crit_multiplier. Base crit chance is 5%; base crit multiplier is 1.5x.
Crit capCrit chance cap is +90%.
Attack speedproduct(1 + bonus) for level-up, relic, Heart Tree, mastery, and pilot base attack speed.
Cooldown multiplier1 / max(attack_speed_multiplier * slow_zone_attack_speed_multiplier, 0.001).
AOE size1 + levelup_aoe + relic_aoe + Heart Tree AOE + mastery AOE.
Multiplicitylevelup_multiplicity + relic_multiplicity; applied to projectiles, jumps, orbiters, and supported ability copies.
Move speedlevelup_speed_multiplier + relic_speed + Heart Tree speed, plus temporary relic bonuses such as Emergency Thrusters, Magnetic Surge, and Last Stand.
Pickup radiuslevelup_pickup_radius + relic_pickup_radius + Heart Tree pickup_radius.
Max HPpilot_base_hp + levelup_hp + relic_hp + Heart Tree HP + mastery HP.
Regenlevelup_regen + relic_regen + Heart Tree regen. Base run regen starts at 0.1/s.
XP gainlevelup_xp_multiplier + relic_xp_bonus + Heart Tree xp_bonus. Collected XP is rounded and has a minimum gain of 1.
Evasionlevelup + relic + Heart Tree + mastery, capped at +45%.
Incoming damageamount * (1 + relic_incoming_damage_multiplier), with tutorial mode applying its own additional multiplier.

HP, Shields, and Recharge

MechanicRule
Max shieldpilot_base_shield + levelup + relic + Heart Tree + mastery
AbsorptionShield absorbs incoming damage first; overflow becomes HP damage.
Recharge startAny shield or HP damage interrupts recharge. Normal and boss recharge delays come from the active ship definition.
Recharge rateOnce the delay expires, shield restores by recharge_rate * delta until full.
Shield-break pulseConfigured radius 150, cooldown 10s, knockback 260.

Regen and Damage Windows

MechanicRule
Tick intervalRegen accumulates over 1.5s ticks before applying healing.
Hit suppressionIf damage taken during a one-second window reaches at least 4% of max HP, regen is reduced to 25% for 2s.
Aura suppressionAura effects can reduce regen to 50% for their configured duration.
Shield hits countShield-absorbed damage still contributes to the damage window and on-damage effects.

Source Anchors

  • scripts/core/game.gd::_recalculate_stats
  • scripts/core/game.gd::roll_crit
  • scripts/entities/player.gd::take_damage
  • scripts/core/progression_controller.gd::add_xp
  • scripts/core/save_manager.gd::get_meta_upgrade_effect_totals
  • scripts/core/save_manager.gd::_get_mastery_cost_for_next_level