Tab — resume  |  WASD — move  |  Space/Shift — up/down  |  Shift+WASD — sprint

Quality
Render Resolution 4:3 — scaled to fit window
Increasing resolution at runtime may leave the voxel shading cache too small — you might see noisy pixels, especially while moving. Reload to resize.
VRAM Budget View distance & detail. Reload required.
Field of View Vertical FOV in degrees
70
Global Illumination Indirect diffuse lighting
Surface GI Quality Update ray distance tier
Look
Look Sensitivity Camera turning speed — mouse & touch
18
Invert Look X
Invert Look Y
Free Crosshair
Movement
Player Collision Stop & slide against terrain and constructs
Audio
Mute
Master Volume
100
Music Background music
100
Sound Effects Tools, footsteps, world events
100
Voice Character babble
100
Voice Preview Hear your own babble voice
Interface Menu & UI clicks
100
Key Bindings
Debug Rendering
Debug Overlays
Region State Wireframes
Filter: Pending
Filter: Cached
Filter: GPU
Filter: Empty
Region Loading
Single Region Mode Only load the region the player is in
Force Detail Level Override pruning level
Lighting Debug View Shader-side lighting, transparency, cache, and Surface GI diagnostics.
Macro Normals Viz Output gbuffer normal directly as RGB (n*0.5+0.5). Bypasses lighting. Works in all GI modes. Use to spot per-voxel-classifier anomalies.
Prune Pixel Threshold Higher = more aggressive
px
Far Prune Steepen 0 = off; >0 prunes distant terrain coarser (near/mid unchanged)
HUD Groups
Camera & Position
Region Stats
Entity Stats
Surface GI
Normals SVT
GPU Pass Times
Performance Metrics
pos: —
facing: —
loaded: 0 chunks
entities: 0 (0 resident)
fps: —

Click a tile to pick up. Drop onto a bar slot to place; click elsewhere to discard.

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