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Download Demo(Windows)Latest Version: CygnalARPGSetup_v0.5.6.5.exe

Wiki

The complete current-build Player Wiki, covering controls, combat, skills, itemization, crafting, followers, venues, minigames, persistence, formulas, troubleshooting, and edge cases.

Core Gameplay Loop

Current loop: - Studio hub - Pick venue or activity - Clear encounter objectives - Beat boss / complete run objective - Unlock return flow - Return to studio - Spend rewards on progression, crafting, and build updates Primary campaign chain: 1. Talk to Sir Don 2. Clear The Rusty Nail 3. Unlock and clear Backyard Party 4. Unlock and clear City Streets 5. Unlock and clear Midnight Rave 6. Unlock Woodshed endless mode Secondary activities in Studio: - Hideout Card Game (poker-like setlist run) - Pinball minigame - Workbench (forge/remix/gear raffle) Activity visibility gate in world space: - Pinball and Setlist machines are shown after Backyard Party completion and follower/workbench unlock progression Activity open gate: - Opening those activities requires workbench-unlocked progression state ---

Controls and Input

## Default keybinds All actions are rebindable in the Controls menu. Movement and positioning: - Move Up: W - Move Down: S - Move Left: A - Move Right: D - Hold Position: Left Shift (secondary Right Shift) Core gameplay: - Melee Attack: F - Groove Slam: Space - Pick Up Item: G - Item Breakdown: B - Warp / Return to Studio: X - Interact: E - Follower Command: V Skill slots: - Skill Slot 1: 1 - Skill Slot 2: 2 - Skill Slot 3: 3 - Skill Slot 4: 4 - Skill Slot 5: 5 - Skill Slot 6: 6 UI and character systems: - Inventory: Tab (secondary I) - Character Sheet: C - Skill Tree: T - Legacy Tree: L - Pause / Menu: Escape Other: - Activate CD / Song: Left Control - Camera Zoom Out: Q - Camera Zoom In: Z - Advanced Stats HUD Toggle: Grave (`) Controller support uses context-sensitive gameplay/menu bindings and supports remapping through controller profiles. Keyboard and controller prompts follow the active input device. ## Character creation and run modes - Released classes: Drummer and Guitarist - Unreleased class choices remain unavailable: Bassist, Vocalist, Keyboardist - Standard characters use normal persistent progression and death handling - One Take characters use the permanent run-end/death-summary flow while sharing eligible account-wide Legacy progression ## Sir Don tutorial and Training Grounds - Sir Don offers separate Mouse and Keyboard and Controller tutorial tracks - Tutorial prompts use the active saved bindings rather than fixed key labels - Combat, loot, equipment, and skill-practice lessons can route into the local Training Grounds scene - Training Grounds uses temporary practice state and restores the character's original gear/progression state on clean exit or recovery - Free Practice is available through Sir Don's tutorial menu - Tutorial practice is single-player only and does not alter shared multiplayer simulation ## Full bindable action matrix | Action | Display Name | Default Primary | Default Secondary | |---|---|---:|---:| | MoveUp | Move Up | W | - | | MoveDown | Move Down | S | - | | MoveLeft | Move Left | A | - | | MoveRight | Move Right | D | - | | Inventory | Inventory | Tab | I | | CharacterSheet | Character Sheet | C | - | | SkillTree | Skill Tree | T | - | | LegacyTree | Legacy Tree | L | - | | Pause | Pause / Menu | Escape | - | | MeleeAttack | Melee Attack | F | - | | GrooveSlam | Groove Slam | Space | - | | Pickup | Pick Up Item | G | - | | InventoryBreakdown | Item Breakdown | B | - | | ReturnToStudio | Warp / Studio | X | - | | Interact | Interact | E | - | | FollowerCommand | Control Follower | V | - | | SkillSlot1 | Skill Slot 1 | 1 | - | | SkillSlot2 | Skill Slot 2 | 2 | - | | SkillSlot3 | Skill Slot 3 | 3 | - | | SkillSlot4 | Skill Slot 4 | 4 | - | | SkillSlot5 | Skill Slot 5 | 5 | - | | SkillSlot6 | Skill Slot 6 | 6 | - | | ActivateCD | Activate CD / Song | Left Control | - | | HoldPosition | Hold Position | Left Shift | Right Shift | | CameraZoomOut | Camera Zoom Out | Q | - | | CameraZoomIn | Camera Zoom In | Z | - | | DebugHudToggle | Advanced Stats HUD Toggle | Grave | - | ## Mouse behavior World interaction: - Left click enemy: target/chase/attack flow - Left click ground: click-to-move - Left click and hold ground: hold-to-steer movement - Middle click: cancel move/target actions Loot interaction: - Click loot labels to pick up if in range - Click loot label while far: auto-run to item and pick up - Press G: pick nearest eligible item in pickup range/label zone ## Input suppression rules Certain UIs block world input to prevent accidental actions: - Inventory and advanced inventory drag/lift states - Workbench - Hideout Card Game - Pinball - Venue selection list - Woodshed leaderboard - Story/dialog overlays Special note: - While compare-inspecting gear (Shift and related compare modes), gameplay combat inputs are suppressed. ---

Combat and Resources

## Core resources Soul: - Your primary health/life pool - Dropped by enemy damage and projectile hits - Clamped by max value Groove: - Secondary combat resource for active skills and mechanics - Certain enemy attacks can drain Groove directly Fame: - Increases via conversion and other progression systems ## Basic combat flow Melee: - Uses your current melee stats and attack cooldown - Crits can trigger extra effects (for example Bleed in resolver path) Projectile: - Uses projectile-derived damage stats - Projectile hits can apply status logic per combat resolver rules Groove Slam: - Dedicated action with cooldown and trigger hooks - Can interact with triggered skill effects ## Enemy pressure and danger Enemy attack styles include: - FastMelee - HeavyMelee - RangedShot - DebuffPulse (includes Groove drain) Threat model: - Taking hits can cancel certain channel-like actions (for example warp return) - Pack aggro propagation can wake nearby enemies when one is hit ## Return-to-studio warp during play Default action: - Press X to start warp back to studio when in valid state Behavior: - Warp has a channel duration - Taking damage during channel cancels warp - Successful channel sets pending scene transition to Studio ---

Skills and Abilities

This section lists implemented player skill catalog entries and their role. ## Skill system basics - Up to 6 assignable action slots are supported - Skill cooldowns tick globally - Some skills are Active casts, others are Triggered or Passive augments - Unlocks come from skill tree node ranks Unlock mapping (tree node -> skill id): - metal_crash_surge -> drm_metal_encore_slam - metal_double_kick -> drm_metal_stagebreaker_wave - metal_arena_breaker -> drm_metal_arena_breaker - fusion_ghost_note -> drm_fusion_triplet_rush - fusion_sync_pulse -> drm_fusion_cyclone_solo - fusion_groove_cascade -> drm_fusion_groove_cascade - punk_riot_beat -> drm_punk_ricochet_stick - punk_feedback_rush -> drm_punk_stick_storm - punk_no_tomorrow -> drm_punk_no_tomorrow ## Implemented named skills Metal path: - Encore Slam (triggered on slam) - Stagebreaker Wave (active) - Arena Breaker (active ultimate) Fusion path: - Triplet Rush (triggered on melee hit) - Cyclone Solo (active) - Groove Cascade (active ultimate) Punk path: - Ricochet Stick (active) - Stick Storm (passive augment) - No Tomorrow (active ultimate) ## Guitarist named skills Metal path: - Faultline Riff (triggered by Power Chord) - Downstroke Barrage (charge-and-release fire rifts) - Wall of Death (speaker-corridor ultimate) Fusion path: - Heaven's Circuit (pull, lightning strike, Shock, and chains) - Legato Rush (triggered ghost passes, barrier, and movement speed) - Prismatic Cadenza (linked-node field ultimate) Punk path: - Feedback Split (Sustain Beam fork) - Stage Ghost (rush and mirroring decoy) - Anarchy Broadcast (three mirroring performer ultimate) ## Guitarist skill details The Guitarist uses Power Chord and Pick Rake as the class-specific combat foundation. Triggered skills fire from those actions, while Active skills occupy assignable slots and spend Groove. Unless stated otherwise, Guitarist skill cooldowns use the global cooldown system and can be modified by equipment, relic, Legacy, and CD effects. ### Metal - **Faultline Riff** — Triggered by Power Chord; 1.10 second cooldown. Power Chord launches three fanned seismic lanes with delayed forward repeats. - **Downstroke Barrage** — Active; 6.5 second cooldown; 30 Groove. Release erupts four close-range fire rifts. Charging adds up to three farther rifts; each eruption applies Dissonance and shoves enemies aside. - **Wall of Death** — Active ultimate; 15 second cooldown; 50 Groove. Projects an independent speaker corridor and drives five escalating compression waves through it. ### Fusion - **Heaven's Circuit** — Active; 7 second cooldown; 32 Groove. After a 0.6 second telegraph, pulls enemies toward a marked point, strikes with lightning, and applies Shock. Stored Harmony adds up to three non-recursive satellite targets. - **Legato Rush** — Triggered by Pick Rake melee hits; 2.6 second cooldown. A qualifying hit starts continuous damaging passes that arc lightning, apply Shock, grant a barrier, and increase movement speed. - **Prismatic Cadenza** — Active ultimate; 30 second cooldown; 50% of maximum Groove. Creates a seven-second field of three lightning-linked nodes that pull enemies and call down sky strikes. Critical hits can call an extra strike at most once every 0.30 seconds. Damage becomes a non-stacking shield until depleted; the finale strikes for accumulated damage before the cooldown begins. ### Punk - **Feedback Split** — Triggered Sustain Beam augment with no standalone cooldown or Groove cost. The first enemy hit by Sustain Beam can fork bounded beams to nearby unique targets. - **Stage Ghost** — Active; 4 second cooldown; 18 Groove. Rushes through enemies and leaves an invulnerable decoy that mirrors basic attacks and non-ultimate skills toward your target. - **Anarchy Broadcast** — Active ultimate; 30 second cooldown; 50% of maximum Groove. Summons three gold-flamed Stage Ghost performers for 15 seconds. They independently mirror basic attacks and non-ultimate abilities except Stage Ghost, aiming at nearby enemies or dense packs; the cooldown begins when they expire. ## Guitarist resource and combat notes - Power Chord is the Guitarist Core Slam path and shares the class-neutral attack attribution rules used by Drummer Groove Slam. - Pick Rake melee hits are important because they can trigger Legato Rush and other melee-qualified effects. - Sustain Beam is the source for Feedback Split; its fork is bounded to nearby unique targets and does not recursively multiply without limit. - Prismatic Cadenza converts dealt damage into a temporary shield and stores that damage for the finale, making it an offense-to-survival ultimate rather than a simple burst button. - Stage Ghost and Anarchy Broadcast create mirror performers; their copied attacks are bounded and do not recursively create more Stage Ghost performers. - Guitarist skill descriptions, IDs, source nodes, triggers, cooldowns, Groove costs, and assignability are exported from the runtime catalog and are also available in the website Skills catalog. ## Skill quick-reference table ### Drummer reference | Skill | ID | Type | Trigger | Cooldown | Groove Cost | Source Node | |---|---|---|---|---:|---:|---| | Encore Slam | drm_metal_encore_slam | Triggered | OnSlam | 1.10s | 0 | metal_crash_surge | | Stagebreaker Wave | drm_metal_stagebreaker_wave | Active | None | 6.5s | 28 | metal_double_kick | | Triplet Rush | drm_fusion_triplet_rush | Triggered | OnMeleeHit | 2.6s | 0 | fusion_ghost_note | | Cyclone Solo | drm_fusion_cyclone_solo | Active | None | 10.0s | 42 | fusion_sync_pulse | | Ricochet Stick | drm_punk_ricochet_stick | Active | None | 1.0s | 18 | punk_riot_beat | | Stick Storm | drm_punk_stick_storm | Triggered (augment) | None | 0s | 0 | punk_feedback_rush | | No Tomorrow | drm_punk_no_tomorrow | Active Ultimate | None | 20.0s base | 65 | punk_no_tomorrow | | Groove Cascade | drm_fusion_groove_cascade | Active Ultimate | None | 10.0s base | 60 | fusion_groove_cascade | | Arena Breaker | drm_metal_arena_breaker | Active Ultimate | None | 15.0s base | 70 | metal_arena_breaker | ### Guitarist reference | Skill | ID | Type | Trigger | Cooldown | Groove Cost | Source Node | |---|---|---|---|---:|---:|---| | Faultline Riff | gtr_metal_faultline_riff | Triggered | OnSlam | 1.10s | 0 | gtr_metal_faultline_riff | | Downstroke Barrage | gtr_metal_downstroke_barrage | Active | None | 6.5s | 30 | gtr_metal_downstroke_barrage | | Wall of Death | gtr_metal_wall_of_death | Active Ultimate | None | 15.0s | 50 | gtr_metal_wall_of_death | | Heaven's Circuit | gtr_fusion_heavens_circuit | Active | None | 7.0s | 32 | gtr_fusion_heavens_circuit | | Legato Rush | gtr_fusion_legato_rush | Triggered | OnMeleeHit | 2.6s | 0 | gtr_fusion_legato_rush | | Prismatic Cadenza | gtr_fusion_prismatic_cadenza | Active Ultimate | None | 30.0s | 50% Max Groove | gtr_fusion_prismatic_cadenza | | Feedback Split | gtr_punk_feedback_split | Triggered augment | None | 0s | 0 | gtr_punk_feedback_split | | Stage Ghost | gtr_punk_stage_ghost | Active | None | 4.0s | 18 | gtr_punk_stage_ghost | | Anarchy Broadcast | gtr_punk_anarchy_broadcast | Active Ultimate | None | 30.0s | 50% Max Groove | gtr_punk_anarchy_broadcast | ## Ultimate category Ultimate-tagged skill IDs: - drm_punk_no_tomorrow - drm_fusion_groove_cascade - drm_metal_arena_breaker Ultimate cooldown behavior: - Uses derived ultimate cooldown reduction percent - Effective cooldown scales by: base * (1 - CDR%) - Capped by runtime clamps in skill runtime ## Drummer passive math highlights Examples of implemented scaling hooks include: - Damage bonuses from Heavy Hands - Move/attack speed bonuses from Fast and Loose - Stagebreaker Wave scaling by Metal Double Kick rank - Triplet Rush shield and engage range scaling by Fusion Ghost Note rank - Ricochet range/bounces scaling by Punk Riot Beat rank - No Tomorrow duration and cooldown scaling by Punk No Tomorrow rank - Polyrhythm chain jumps/stun scaling - Thunder Fill extra slams and ember lifetime High-impact formulas players usually optimize first: - Stagebreaker damage scale = 1.15 + 0.24 * rank(metal_double_kick) - Triplet shield = 150 + 40 * rank(fusion_ghost_note) - Ricochet bounce count = 2 + rank(punk_riot_beat) - Ricochet range = 140 + 22 * rank(punk_riot_beat) - No Tomorrow cooldown floor = max(5, 20 - 3 * rank(punk_no_tomorrow)) - Polyrhythm jumps = 2 + rank(fusion_polyrhythm) ## Practical build note Because multiple systems layer modifiers (gear + passives + triggered effects), practical power comes from synergy, not one stat line. ---

Loot, Itemization, and Equipment

## Loot generation and drop flow Current baseline: - Enemy death can roll loot drops - Basic item generation is active - Rarity tiers are active - Ground labels are stacked and colored ## Pickup behavior - Click labels or use G pickup - Pending pickup ID allows auto-run and pickup on range entry - Label hover and proximity logic includes stacked label area support ## Inventory and equipment Current implemented baseline includes: - Inventory list and detail views - Equip/unequip/swap for Instrument, Offhand, Head, Body, Legs, Gloves, Belt, Boots, two Accessories, Necklace, and CD slots - Six follower equipment slots: Credentials, Headgear, Signal Charm, Stagewear, Road Case, and Spotlight Rig - Derived stat application from equipped item - Compare behavior and UI interaction safety - Loot filter editing, item salvage/breakdown, relics, legendary powers, and authored set bonuses EquipmentSystem flow: - Applies derived melee and projectile damage stats from equipped item snapshot - Re-applies when inventory actions change gear ## Rarity and progression feel Implementation includes rarity and reward signaling, with reduced over-drop pacing compared to earlier states. ## Set items Set pieces activate authored bonuses at their listed piece thresholds. Set bonuses can scale from matching Legacy nodes, and class-mechanic text resolves to the current class (for example Groove Slam or Power Chord). Current set families: - The Closed Feedback Circuit - Pit Crew Regalia - Faultline Couture - The Infinite Setlist - Backstage Revolution - The Deferred Damage Union - The Black Box Wardrobe - Angle of Incidence The Closed Feedback Circuit creates Output Jacks from qualifying Groove-spending abilities. Two pieces create the damaging Feedback Grid; three pieces add routed Lightning damage and Jack discharges to successful basic attacks. ## Legacy progression - Open the Legacy Tree with `L` - Legacy ranks are account-level progression and are loaded into eligible characters, including new One Take runs - Branches contain prerequisites, exclusive keystone choices, and late infinite-pool nodes - Current branches cover Resonance, Crowd, Elemental, Groove, Speed, and Aura themes - The game validates node IDs, rank caps, prerequisites, and mutually exclusive choices when loading or investing - Set-item affinity can use specific Legacy ranks to strengthen an authored set parameter - All 77 nodes have active runtime contracts. Rank-derived values are clamped to their authored caps and refresh immediately after a rank change. ### Resonance - Improves global damage, skill damage, critical chance, primary damage, and added Lightning damage. - Crescendo rewards consecutive hits within its two-second window; Feedback Loop can reset the most recently cast skill on a critical hit. - Dual Encore gives successful skills a 15% chance to replay the same skill at 60% effectiveness. The replay is free and cannot recursively trigger another replay. - Amplifier Overload releases its rank-scaled Lightning nova every fifth qualifying hit. ### Crowd - Improves area radius, conversion rewards, converted-fan output, and damage against nearby enemies. - Stage Dive expands Core Slam abilities and slows affected enemies. Both Drummer Groove Slam and Guitarist Power Chord use the Core Slam contract. - Encore Demand grants free skill casts after each five conversions, with additional stored casts from higher ranks. - Wall of Death empowers a skill cast after it reaches five unique targets and applies the bonus consistently to earlier and later targets in that cast. ### Elemental - Fire, Frost, and Lightning investments create real damage/status procs rather than visual overlays only. - Pyrotechnics applies Ignite, Frost Monitor applies Chill/Freeze, and Live Wire applies Shock with chained Lightning damage. - Arc Flash adds 3% Shock damage per rank and one additional chain target per four ranks. - Metal Inferno leaves burning ground for three seconds on a Metal skill impact. Fusion Cryogenics chills every third basic-projectile hit. Punk Voltage chains Shock from Core Slam impacts. - Supernova increases elemental proc damage by 50%. Eligible direct Fire, Frost, or Lightning killing hits create a matching elemental explosion; DoTs, followers, clones, replays, environmental damage, and suppressed secondary effects cannot trigger it. The Conductor tracks all three elemental proc types in a four-second window before its Tri-Force blast. - Elemental Encore gives each elemental proc an 8% plus 0.5% per-rank chance to add one random secondary elemental proc; secondary procs do not recursively repeat. ### Groove - Improves Groove generation, regeneration, cooldown recovery, maximum Groove, and low-Soul performance. - Sustain Pedal returns a portion of paid Groove costs as Soul. Power Ballad doubles full-Groove skill cost while adding 40% damage. - Jam Session replays the strongest learned assignable skill for free every 10th/8th/6th successful skill cast at ranks 1/2/3. It does not spend Groove, start a cooldown, consume combo state, or trigger another cast callback. - Flow State activates after three skills within four seconds and improves all supported combat stats for its rank-scaled duration. ### Speed - Improves attack speed, movement speed, primary double strikes, and low-Soul tempo through the branch keystones. - Hit & Run adds dodge while moving; a moving primary hit grants a 20% movement burst for 0.5 seconds. - Blitz stores movement distance and consumes its bonus on the next qualifying attack. - Flurry fires a free rank-scaled projectile every fourth primary hit for either melee or projectile builds. Flurry projectiles cannot advance their own counter. ### Aura - Improves durability, regeneration, follower resilience, and nearby crowd control. - Sound Barrier maintains a rechargeable Soul-based barrier and Reverb reflects damage when that barrier breaks. - Iron Curtain combines incoming mitigation with an outgoing penalty and a cooldown-gated lethal guard. - Phoenix Encore revives the player with temporary invulnerability and a damage window. Battle Hymn periodically heals and grants its damage buff. ---

Crafting and Workbench Systems

Workbench is a core studio system with multiple modes. Modes: - Forge - Remix - Gear Raffle ## Access and gating Workbench opening requires workbench unlock progression. Workbench recipes and core follower gear loop are tied to follower unlock state. Campaign unlock callbacks that matter for players: - unlock_rusty_nail: enables Rusty Nail - unlock_backyard_party: enables Backyard Party - unlock_city_streets_workbench_follower: enables City Streets + Workbench + Follower systems - unlock_woodshed: enables Woodshed mode ## Forge mode - Crafts follower-oriented gear by slot and archetype - Recipe costs use materials such as parts, signal wire, and other item keys - Can auto-equip follower gear if target slot is empty ## Remix mode (Acclivity Remix) Current implemented remix behavior: - Consumes Acclivity Shard cost - Requires explicit valid target item - Can reroll item and alter socket/stat/relic-related properties per remix logic - Has craft reveal timing and preview flow Important: - Not every item is remix-eligible - Bricked-item recovery path exists in remix logic ## Gear Raffle mode Implemented raffle pulls: - Standard Raffle Pull - Cost: 10 stage_tickets - Random class item with boosted rarity odds and raffle affix behavior - Premium Raffle Pull - Cost: 25 stage_tickets + 2 pure_inspiration - Stronger rarity and affix outcomes ## Relic vial forge recipe Follower archetype-specific relic forge recipe consumes: - 2 vial_of_adoration - 40 parts Breaking down an eligible follower relic returns 1 Vial of Adoration. Follower inventory supports both individual and bulk breakdown with protected-item checks. ---

Followers

Followers are a major build and combat layer. ## Archetypes Implemented archetypes: - Bouncer (frontline bruiser/protector) - Roadie (tactical kiter/trap and utility) - Manager (ranged support/debuff/economy pressure) ## Follower gear slots Active normalized slots: - Credentials - Headgear - SignalCharm - Stagewear - RoadCase - SpotlightRig Legacy slot compatibility mapping is handled internally for older data. ## Combat behaviors Follower system covers: - Follow logic and leash logic - Orb seek behavior for sustain support - Archetype-specific combat updates - Command mode via follower command input - Cooldown timers and ability-state timers - A shared combat snapshot combines each archetype's base profile, equipped follower gear, Legacy bonuses, and temporary buffs before behavior systems consume the values Examples of follower mechanics: - Bouncer frontline engage and crowd pressure timing - Roadie deploy/toss/effect timers and utility effects - Manager support aura and reward modifiers, with strict archetype isolation ## Follower passive profile reference | Archetype | MaxSoul% | Defense% | Aggro% | Key Utility % | Follow Distance | Max Leash | Follow Offset | |---|---:|---:|---:|---:|---:|---:|---| | Bouncer | 25 | 15 | 20 | CrowdControl 15, PartyShieldGen 8, PartyMaxSoulSupport 5 | 72 | 230 | (44, -18) | | Roadie | 18 | 5 | 5 | TrapPower 20, TrapDuration 20, DeployCadence 15, PartyDropFortune 8, PartySalvageReturn 10 | 96 | 260 | (-52, -10) | | Manager | 12 | 3 | 10 | CastRange 15, PartyDropFortune 10 | 110 | 280 | (0, 40) | Follower stat-label categories exposed in systems: - Bouncer: Soul, AttackSpeed, AbilityCooldownRecovery, MeleeDamage, CleaveRange, CleaveSplashDamage, CrowdShoveDuration, CrowdShoveStrength, CrowdShoveDoT, SoulStealPerHit, AmpYouUpPercent, AggroStrength, Defense - Roadie: Soul, Defense, AttackSpeed, AbilityCooldownRecovery, ThrowDamage, SplashRadius, CableDuration, CableEffectStrength, ShockDamage, StunDuration, SonicForce, TechEffectStrength, MoveSpeed, SoulStealPerHit - Manager: Soul, Defense, AbilityCooldownRecovery, ManagerCooldownReduction, HypeWaveDamage, HypeWaveSize, HypeWaveRange, HypeThreat, PromotionPower, PromotionDuration, FameBonus, FortuneBonus, RecordDealDuration, RecordDealDiscCount, RecordDealBleedDamage, ElementalVulnerability, MoveSpeed, SoulStealPerHit ## Follower death and recovery - Followers can die in combat - In-flight effects can continue depending on archetype - Auto-resurrect logic exists with timer-based revive behavior ---

Venues and Progression

## Campaign unlock chain Campaign progression flags manage unlocks for: - Rusty Nail - Backyard Party - City Streets - Midnight Rave - Woodshed - Workbench and follower feature unlocks Current mission text is driven by campaign state and venue context. ## Venue runtime state model Core states include: - NotStarted - Active - BossUnlocked - BossActive - BossDefeated - WarpUnlocked - Complete - ReturnedToStudio Room states include: - NotVisited - Active - Cleared ## Current implemented venue set - Rusty Nail - Backyard Party - City Streets - Midnight Rave - Woodshed (endless wave arena) ## Room and encounter logic Venue progression handles: - Room activation by position/activation bounds - Controlled spawn queues and per-tick spawn budget - Encounter clear detection and room progression - Boss-room gating and spawn triggers - Warp unlock after objective completion ## Woodshed mode WoodshedWaveConfig default highlights: - BaseEnemyCount: 25 - EnemyCountScalePerWave: 0.18 - MaxEnemiesPerWave: 200 - BaseEliteChance: 0.25 - EliteChancePerWave: 0.08 - MaxEliteChance: 0.70 - ChampionPackStartWave: 1 - BaseChampionPackChance: 0.50 - ChampionPackChancePerWave: 0.10 - MaxChampionPackChance: 0.90 - IntermissionDuration: 5.0 seconds Boss scaling in Woodshed: - Bosses start at wave 15 - +1 boss every 5 waves - Capped at 10 bosses per wave WoodshedWaveState tracks: - Current wave - Enemies spawned/remaining - Intermission timer - Elapsed time for leaderboard ranking ---

Side Activities

## A) Hideout Card Game (Poker/Setlist Run) Entry: - Studio side activity machine (gated by progression unlocks) Runtime gate details: - Buy-in and run are only accessible once the machine can be opened from current campaign unlocks Run structure: - 5 rounds per run - Base 3 plays per round - Base 2 discards per round - Hand size 8 - Up to 5 selected cards when playing a hand Round targets (base): - 140, 260, 420, 620, 860 Buy-in: - Standard mode: 1 Poker Chip stack - OneTake mode: 1 Poker Chip stack - Chip stacks are bought at the Cashier Cage for 260 parts + 60 fabric + 50 wood_scrap each Scoring: - Hand score uses base chips + rank bonus + flat bonus, multiplied by hand multiplier - Implemented hand baselines: - High Card: 5, x1.00 - Pair: 12, x1.15 - Two Pair: 20, x1.45 - Three of a Kind: 30, x1.80 - Straight: 35, x2.20 - Flush: 40, x2.40 - Full House: 55, x3.00 - Four of a Kind: 75, x3.80 - Straight Flush: 110, x4.80 Ticket payout model: - Round and run bonus tickets are generated by run success/perks - Ticket scaling applies by mode: - TicketPayoutMultiplier: 10 - OneTake mode multiplier: 1.15 - Standard mode multiplier: 1.00 At-a-glance payout math: - scaled_tickets = round(base_tickets * 10 * mode_multiplier) - mode_multiplier = 1.15 (OneTake) or 1.00 (Standard) - if daily full-payout run cap is exceeded: - postcap_tickets = round(scaled_tickets * postcap_multiplier) - postcap_multiplier = 0.50 (OneTake) or 0.60 (Standard) Daily soft cap behavior: - Full payout runs/day: - Standard: 3 - OneTake: 2 - Post-cap payout multiplier: - Standard: 0.60 - OneTake: 0.50 Cashout Boost perk: - +35% tickets before daily soft cap application Perks: - Perk draft occurs during run flow (up to configured maximum) - Includes offensive, economy, and round-control perks (for example Tight Setlist, Lucky Break, Headliner Tax, Safety Net, Momentum, DeepCut, Cashout Boost) Complete perk list: | Perk | Effect | |---|---| | Crowd Warmup | First played hand each round gains +80 chips | | Tight Setlist | All round targets reduced by 22% | | Encore Energy | +2 plays per round | | Dumpster Dive | +2 discards per round | | Amped Hands | Every played hand gains +40 chips | | Discard Battery | Discards grant +72 chips to next hand instead of +48 | | Headliner Tax | Round clears grant +2 extra tickets before payout scaling | | Overkill Special | Overkill threshold becomes 120% instead of 150% | | Safety Net | If no rounds are cleared, gain one 3-ticket consolation before scaling | | Lucky Break | 20% chance for played hand score to double | | Deep Cut | Final round target reduced; run clear bonus gains +8 extra tickets before scaling | | Momentum | Consecutive round clears add up to +4 bonus tickets before scaling | | Clean Set | Clear a round with discards left: +2 extra tickets before scaling | | Cashout Boost | Cashout tickets gain +35% before daily cap | High score integration: - Poker high score submission is recorded through global rankings on run finish paths ## B) Pinball Entry: - Studio pinball machine (same unlock visibility gate as card table machine) Core controls: - Space: start, charge plunger, launch, and table nudge while in play - Left flipper: A, Left Arrow, or Left Shift - Right flipper: D, Right Arrow, or Right Shift - Escape: forfeit/exit behavior path - F3 or debug toggle: pinball debug overlay Run and ball state: - BallsPerRun: 3 - Ball save initial duration: 8 seconds - Ball save powerup duration: 10 seconds Physics and table constants (implemented): - Gravity: (0, 480) - SubSteps: 6 - WallRestitution: 0.82 - RubberRestitution: 1.12 - Flipper and bumper impulse bands are explicitly tuned in rules Jackpot and bonus systems: - Base jackpot score: 1000 - Jackpot charge increment: 1000 - Jackpot max value: 10000 - Bonus jackpot timers/spawn windows are active Ticket formula: - Base ticket score divisor: 1000 - Base ticket max: 25 - Side bank bonus cap: 4 - Jackpot bonus cap: 6 - Stereo sweep bonus cap: 3 - Ticket total cap: 35 At-a-glance ticket math: - base = clamp(score / 1000, 1..25) - bonus = min(side_bank_completions, 4) + min(jackpot_hits * 2, 6) + min(stereo_sweeps * 1, 3) - total_tickets = min(base + bonus, 35) Reward handling: - Awards stage_tickets - Additional ticket bonuses from bonus jackpot collection - Acclivity shard reward derived from awarded tickets - Song stone chance scales with jackpot hits and converts into inventory song-stone items High score integration: - Pinball high score submission goes to global rankings ---

Menus and Options

## Pause and options flow The menu stack includes: - Pause menu - Options menu - Controls menu - Video settings menu - Loot filter editor - Save/load-related screens ## Options menu entries (implemented) - Music Volume - SFX Volume - Audio Hooks On/Off - Enemy HP Bars On/Off - Enemy Damage Numbers On/Off - Player Damage Numbers On/Off - HD Sprites On/Off - Amp Level - Loot Filter - Controls - Video Options - Back Notes: - Amp Level row is special-cased visually at max level (11) - Loot Filter editor only hides ground visuals; hidden items still exist and can be revealed ## Video settings (implemented) - Resolution (native or selected) - Display Mode (Windowed, Fullscreen, Borderless) - UI Scale presets - VSync toggle - FPS limit (including unlimited) - Apply / Revert flow with auto-revert countdown safety Persistence: - Global video settings are saved and loaded from global video options data ## Controls menu behavior - Full per-action rebind support for primary and secondary slots - Conflict detection with replace-or-cancel flow - Unsaved changes guard on exit - Save profile and load profile support - Restore defaults support - Validation prevents saving with missing binding actions ---

Rankings, Saves, and Persistence

## Rankings Global rankings include: - Woodshed ladder entries - Pinball high score - Poker high score Website leaderboard submission: - The game can submit completed Woodshed, Pinball, and Poker results from their result/recap UI. - Woodshed submissions include wave, elapsed time, class, character level, run mode, and Amp context. - Woodshed standings are divided on the website into Standard and One Take Mode tables. - Pinball and Poker submissions include score and character context where available. - The public standings are client-reported and use pseudonymous bearer credentials; they are not proof that locally simulated gameplay was honest. - The current production leaderboard API is hosted at `https://api.cygnalstudios.com` and the public site at `https://cygnalstudios.com`. Historical submission note: - Scores accepted before character-level capture may display a blank level on the website. New submissions include the character level. Persistence path: - saves/global/rankings.json ## Save model summary - Character progression and inventory persist per character save - Global rankings persist separately - Legacy woodshed leaderboard migration support exists where needed Save root: - `%LOCALAPPDATA%/CygnalARPG/saves` - Character saves: `%LOCALAPPDATA%/CygnalARPG/saves/characters/*.json` - Global rankings: `%LOCALAPPDATA%/CygnalARPG/saves/global/rankings.json` - Control profiles: `%LOCALAPPDATA%/CygnalARPG/saves/controls/*.json` ## Multiplayer - The title flow supports hosting and joining after selecting/loading a character - Default join port is 7779 - Host authority drives encounter progression and boss abilities - Multiplayer chat supports open/minimized state and message history - Disconnect and return-to-title paths clean up the active session ## Video settings persistence Global video options are persisted separately from character saves. ---

Advanced Tips and Edge Cases

1. Warp safely - Returning to studio can be canceled by incoming damage. Clear pressure first, then channel. 2. Build around layered scaling - Skill passives, equipment snapshots, and triggered effects stack. Strong builds come from cross-layer synergy. 3. Card game economy optimization - Early rounds: prioritize reliable clears over high-roll greed. - Daily cap reduces late-run returns, so route your session around full-payout runs first. 4. Pinball value routing - Side-bank and jackpot consistency often outperforms raw random bumper farming. - Jackpot hit count also raises song-stone chance, not just score value. 5. Follower role discipline - Bouncer for pressure relief/frontline - Roadie for utility and control lanes - Manager for support/economy pressure 6. Workbench mode intent - Forge for targeted follower upgrades - Remix for high-variance item evolution - Raffle for ticket conversion into class item opportunities ---

Quick Troubleshooting

Problem: Inputs feel unresponsive while in activity panel. - Cause: Input is intentionally captured by active UI/minigame layers. - Fix: Close panel or complete popup state, then return to gameplay. Problem: Cannot open side activity machine. - Cause: Progression gate not met yet. - Fix: Progress Sir Don campaign chain until required unlock flags are active. Problem: Warp canceled unexpectedly. - Cause: Damage taken during warp channel. - Fix: Disengage threats, then retry warp. Problem: Controls changed but not kept. - Cause: Unsaved control profile. - Fix: Save controls profile before leaving controls menu. --- ## Change Tracking Note Current update summary: - Expanded the website Player Wiki to expose all thirteen implemented reference chapters with search and chapter anchors. - Added character-level capture to online leaderboard submissions and split Woodshed standings into Standard and One Take Mode divisions. - Migrated the public website and leaderboard API from the old `cygnalops.com` hostnames to the dedicated `cygnalstudios.com` domain. If you ship frequent updates, add a patch summary block above this section listing: - New mechanics - Tuned formulas - Removed/renamed features - Save compatibility notes This keeps the wiki accurate without full rewrites every patch.

Quick guides

Reference catalogs