Skip to content

Player Interaction

Interaction is split between the “Social/Cozy” HUB and the “Tactical” Dungeons.

  • The Dialogue System: When near an NPC or a Memory Log, a prompt appears. Interaction triggers a portrait-based dialogue box. In the HUB, this is for lore; in Dungeons, this is for recovering “Legacy Data.”
  • The Job Board: A physical terminal in Aether City where the player selects missions and Mind Dives.
  • The Drone Workshop: A specialized menu in the HUB where the player manually “plugs in” to upgrade the Drone’s hardware using collected Bits and Scrap.

The menus are designed to look like the internal Operating System (OS) of the Aether Supercomputer.

  • The System Menu (Pause): Provides quick access to “Return to HUB” (if in a safe zone), “Options,” and “Photo Mode.”
  • The Inventory (Data Bank): A categorized menu showing:
    • Hardware: Permanent upgrades and Drone parts.
    • Software: Current “Boons” (only visible during a Mind Dive).
    • Archives: Collected Legacy Logs and story fragments.
  • The Map: A 2D schematic of the current Sector. In Mind Dungeons, the map is like in binding of isaac.

Because the game has Roguelike elements, saving is handled through System Checkpoints.

  • Auto-Save: The game saves automatically whenever the player:
    • Enters or exits the HUB.
    • Completes a Mind Dive.
    • Purchases a permanent upgrade.
  • No Manual Save: To maintain the stakes of the Mind Dives, players cannot save mid-dungeon. If the game is closed during a run, the player reboots at the HUB (losing the current run’s temporary progress).
  • Sector Anchors: Large terminal pillars in the 3D Overworld act as “Fast Travel” points and hard-save anchors.

The options menu allows for deep customization of both the “Look” and the “Feel.”

  • Glitch Intensity: A slider to reduce or increase the amount of screen-shake, chromatic aberration, and “flicker” effects for photosensitivity.
  • HD2D Scaling: Toggle for pixel-smoothing and lighting quality.
  • HUD Opacity: Adjust the transparency of the combat interface.
  • Aim Sensitivity: Adjust the tracking speed of the Right Stick/Mouse.
  • Dash Buffering: Toggle to make the Phase Dash feel more “forgiving” or “precise.”
  • Audio Mix: Separate sliders for the Orchestral HUB music and the Synth/Glitch Combat music.

InteractionContextResult
TerminalsOverworld/HUBSave game, Fast Travel, or start a Mind Dive.
NPCsHUBLore, Quests, and Shop access.
Legacy LogsDungeonsUnlocks story fragments in the Data Bank.
Pause MenuAnywhereAccess Options and System OS.

Ideally, the menu shouldn’t feel like a separate screen. It should look like the Humanoid AI is projecting a holographic interface or “thinking” through its own internal code, keeping the player immersed in the simulation.