SCORE: 0
LEVEL:
1
KILLS:
0
SPEED:
0
TARGETS:
0
W
A
S
D
SPACE
SHIFT
R
BOOST
WARP
ULTIMATE
LMB
RMB
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Starshot Genesis
Click the left mouse button to launch
Game Over
Final Score:
0
Q
Restart
E
Main Menu
F
Exit
Press M to mute in-game music
Leaderboard
K
Show Offline Only
Starshot
Genesis
ENTER
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Q
New Game
F
Exit
Starshot
Genesis
L
Show Leaderboard
Paused
P
Resume
Q
Restart
E
Main Menu
F
Exit
Press M to mute in-game music
Debug Menu
Game Configuration & Testing
Sound Testing
Upgrade Sound
Plays when weapon tier upgrades
Health Low Sound
Plays when player health is critically low
Ultimate Ready Sound
Plays when ultimate ability is ready to use
Start Game Sting
Plays when starting a new game and on game over transitions
Fusion Cannon Sound
Plays when player fires projectiles (loops at in-game rate)
Warp Sound
Plays while warp is active (loop)
Portal Spawn Sound
Plays when enemies spawn
Enemy Death Explosion
Plays when an enemy explodes
Enemy Projectile Hit
Plays when an enemy projectile hits the player
Music Loops
Menu Music
Main menu music loop
Atmosphere
In-game background space atmosphere loop
In-Game Music
In-game music loop
Audio Parameters
Restart Loop
Restarts the currently playing music loop from near the end to test crossfade
Crossfade Duration (ms):
How long the crossfade between music loops lasts in milliseconds
Volume Fade (0-1):
How much the active track reduces during crossfade (0.2 = reduces to 80% volume)
Fade-In Speed (0.1-2.0):
Speed of inactive track fade-in curve (lower = faster fade-in)
Menu Music Volume:
Volume level for menu background music (0.0 to 1.0)
Menu Music Fade In (ms):
Fade-in duration when menu music starts
Menu Music Fade Out (ms):
Fade-out duration when menu music stops
Atmosphere Volume:
Volume level for in-game background music (0.0 to 1.0)
Atmosphere Fade In (ms):
Fade-in duration when atmosphere music starts
Atmosphere Fade Out (ms):
Fade-out duration when atmosphere music stops
In-Game Music Volume:
Volume level for in-game music (0.0 to 1.0)
In-Game Music Fade In (ms):
Fade-in duration when in-game music starts
In-Game Music Fade Out (ms):
Fade-out duration when in-game music stops
Upgrade Sound Volume:
Volume level for weapon upgrade sound effect (0.0 to 1.0)
Upgrade Fade In (ms):
Fade-in duration for the upgrade sound
Upgrade Fade Out (ms):
Fade-out duration when stopping the upgrade sound
Fusion Cannon Volume:
Volume level for fusion cannon firing sound (0.0 to 1.0)
Fusion Cannon Fade In (ms):
Fade-in duration for each fusion cannon shot
Fusion Cannon Fade Out (ms):
Fade-out duration when stopping fusion cannon loop
Health Low Volume:
Volume level for low health warning sound (0.0 to 1.0)
Health Low Fade In (ms):
Fade-in duration when low health loop starts
Health Low Fade Out (ms):
Fade-out duration when low health loop stops
Ult Ready Volume:
Volume level for ultimate ready sound effect (0.0 to 1.0)
Ult Ready Fade In (ms):
Fade-in duration for the ultimate ready sound
Ult Ready Fade Out (ms):
Fade-out duration when stopping the ultimate ready sound
Ult Ready Loop Interval (ms):
Time between repeats when ultimate is ready
Start Game Volume:
Volume level for the start game sting (0.0 to 1.0)
Start Game Fade In (ms):
Fade-in duration for the start game sting
Start Game Fade Out (ms):
Fade-out duration during crossfade into menu music
Warp Sound Volume:
Volume level for the warp sound (0.0 to 1.0)
Warp Sound Fade In (ms):
Fade-in duration for the warp sound
Warp Sound Fade Out (ms):
Fade-out duration when stopping the warp sound
Portal Sound Volume:
Volume level for the portal spawn sound (0.0 to 1.0)
Portal Sound Fade In (ms):
Fade-in duration for the portal spawn sound
Portal Sound Fade Out (ms):
Fade-out duration when stopping the portal spawn sound
Enemy Death Volume:
Volume level for enemy death explosions (0.0 to 1.0)
Enemy Projectile Hit Volume:
Volume level for enemy projectile hit sounds (0.0 to 1.0)
Player Movement & Defense
Speed:
Base movement speed multiplier for the player ship
Base FOV:
Base field of view angle for the camera (in degrees)
Health:
Current player health points
Max Health:
Maximum health points the player can have
Heal Delay (frames):
Frames to wait after taking damage before healing begins (180 = 3 seconds at 60fps)
Heal Rate (per frame):
Health points restored per frame when healing (0.25 = 15 HP/second at 60fps)
Shield Health:
Current shield health points (blocks damage before hull)
Shield Max Health:
Maximum shield health points
Shield Recharge Delay (frames):
Frames to wait after shield damage before recharge starts (300 = 5 seconds at 60fps)
Shield Recharge Rate:
Shield health restored per frame when recharging
Player Weapons & Abilities
Ultimate Max Cooldown (frames):
Frames required to fully charge ultimate ability (10800 = 3 minutes at 60fps)
Ultimate Damage Radius:
Maximum range of ultimate ability damage in world units
Ultimate Max Damage:
Maximum damage dealt at center of ultimate ability blast
Ultimate Hit Waves:
Number of damage pulses the ultimate ability fires
Boost Max Charge:
Maximum boost charge capacity (100 = full charge)
Boost Drain Rate:
Boost charge consumed per frame when boosting
Boost Recharge Rate:
Boost charge restored per frame when not boosting
Boost Speed Multiplier (with charge):
Speed multiplier when boosting with charge available
Boost Speed Multiplier (depleted):
Speed multiplier when boosting but charge is depleted
Warp Max Charge:
Maximum warp charge capacity (100 = full charge)
Warp Drain Rate:
Warp charge consumed per frame when warping
Warp Recharge Rate:
Warp charge restored per frame when not warping
Warp Speed Multiplier (with charge):
Additional speed multiplier when warping with charge (multiplies boost speed)
Warp Speed Multiplier (depleted):
Additional speed multiplier when warping but charge is depleted
Player Bullet Base Speed:
Base speed of player projectiles in world units per frame
Player Bullet Base Damage:
Base damage for player projectiles before tier scaling
Player Bullet Damage Scaling:
Extra damage added per weapon tier
Player Bullet Speed Scaling:
Speed increase per weapon tier (speed = base + sqrt(tier) * scaling)
Player Bullet Trail Length:
Trail length scale for player bullets (1.0 = default length)
Player Bullet Hit Range:
Base distance before bullets despawn (affects hit range)
Player Bullet Visual Range:
Base distance before bullet visuals hide (hits still apply)
Player Bullet Converge Distance:
Distance where multi-cannon shots converge on the crosshair
Enemy Spawns
Enemy Spawn Interval (frames):
Frames between enemy pack spawns (120 = 2 seconds at 60fps)
Enemy Spawn Stagger Interval (frames):
Frames between individual enemy spawns within a pack (prevents frame drops)
Enemy Spawn Pack Size Min:
Minimum number of enemies in a spawn pack
Enemy Spawn Pack Size Max:
Maximum number of enemies in a spawn pack
Enemy Spawn Radius Min:
Minimum distance from player to spawn enemies (in world units)
Enemy Spawn Radius Max:
Maximum distance from player to spawn enemies (in world units)
Enemy Aggro Range:
Distance at which enemies detect and attack the player (in world units)
Enemy Combat
Enemy Bullet Damage:
Damage dealt to player when hit by enemy projectiles
Enemy Collision Damage:
Damage dealt to player when colliding with enemies
Enemy Bullet Speed:
Speed of enemy projectiles in world units per frame
Enemy Shot Miss Chance:
Chance that enemy shots intentionally miss (0.0 to 1.0)
Enemy Base Fire Rate:
Base fire rate multiplier for normal enemies (1.0 = normal speed)
Enemy Fast Fire Rate:
Fire rate multiplier for fast-fire enemy types (2.5 = 2.5x faster)
Enemy Bullet Damage (friendly fire):
Damage dealt by enemy projectiles to other enemies
Enemy Stats
Enemy Min Distance Base:
Base minimum distance enemies maintain from the player
Enemy Min Distance Variance:
Randomized extra distance to prevent uniform spacing
Base Enemy Health Multiplier:
Base health multiplier for enemies (scales with difficulty and weapon tier)
Base Enemy Speed Min:
Minimum base speed for enemies (randomized between min and max)
Base Enemy Speed Max:
Maximum base speed for enemies (randomized between min and max)
Base Enemy Speed Multiplier:
Speed multiplier applied to all enemies (affects pack movement speed)
Enemy Shield Health:
Starting shield health for enemies (blocks damage before hull)
Enemy Shield Max Health:
Maximum shield health for enemies
Enemy Shield Recharge Delay (frames):
Frames to wait after enemy shield damage before recharge starts
Enemy Base Score Value:
Base score points awarded for destroying a normal enemy
Weapon Tier Adjustment Multiplier:
Enemy health scaling per weapon tier (0.05 = 5% increase per tier)
Performance & Caps
Player Shoot Interval (frames):
Frames between player shots (lower = faster fire rate)
Max Player Bullets:
Hard cap for player bullets (performance guardrail)
Max Enemies:
Hard cap for active enemies (performance guardrail)
Collision Check Interval (frames):
How often collision checks run (higher = fewer checks)
Enemy Cull Distance:
Distance beyond which enemies are removed
Enemy Update Distance:
Distance beyond which non-critical updates are skipped
Enemy Animation Distance:
Distance beyond which enemy animations are skipped
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