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	<id>https://wiki.fracterebus.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NerdOfEpic</id>
	<title>Fracterebus - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.fracterebus.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NerdOfEpic"/>
	<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php/Special:Contributions/NerdOfEpic"/>
	<updated>2026-09-05T07:53:37Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Main_Page&amp;diff=355</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Main_Page&amp;diff=355"/>
		<updated>2026-09-03T19:48:20Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Some interesting topics:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Seed Code]] - What&#039;s in a Seed Code and how do they work?&lt;br /&gt;
* [[Verify Code]] - A code for sharing how you did on a run through the game.&lt;br /&gt;
* [[Design]] - The high level design of the game.&lt;br /&gt;
* [[Generators]] - How the world is created.&lt;br /&gt;
* [[Keys and Locks]] - How objectives are determined.&lt;br /&gt;
* [[Map Icons]] - Legend of icons used on the map.&lt;br /&gt;
* [[Trophies]] - Stuff you get credit for while playing.&lt;br /&gt;
* [[Beat the Game]] - What happens at the end.&lt;br /&gt;
* [[Glossary]] - For words or acronyms you don&#039;t recognize.&lt;br /&gt;
* [[Bibliography]] - Greek mythology research.&lt;br /&gt;
* [[AI Disclosure]] - How AI was used for this project.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Want to make your own game?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Check out the [[Development Tools]] I used.&lt;br /&gt;
* Ready to run your own company? Look at the [[Business Tools]] I use.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=AI_Disclosure&amp;diff=354</id>
		<title>AI Disclosure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=AI_Disclosure&amp;diff=354"/>
		<updated>2026-09-03T17:50:50Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some modern software distribution platforms now require disclosing the use of AI. In most cases they only require it for things the players experience, sometimes referred to as forward facing content. They do not however currently support things like ESRB or MPA ratings where you can clarify what was created by AI in a standardized way. Instead they provide a space for each developer or publisher to describe in text how AI was used.&lt;br /&gt;
&lt;br /&gt;
In an effort to be as accurate as possible, I&#039;ve created both a text description for how AI was used in the Fracterebus project, and a detailed table breaking down all the categories I can think of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Disclosure&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This game is lovingly hand crafted. All art, sounds, music, story, and code was &lt;br /&gt;
created by the solo developer. The only exception is localized text which was &lt;br /&gt;
translated from English to several other languages by AI to provide the best &lt;br /&gt;
experience possible for as many people as possible.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific AI Usage&lt;br /&gt;
!Category!!Player Facing!!AI Used!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Game Code&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||I enjoy coding and solving problems.&lt;br /&gt;
|-&lt;br /&gt;
|Art&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||The pixel art in this game was all hand made by me.&lt;br /&gt;
|-&lt;br /&gt;
|Sound Effects&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||I had to learn how to do this and had fun with it.&lt;br /&gt;
|-&lt;br /&gt;
|Background Music&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||Hopefully I haven&#039;t made anyone&#039;s ears bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Voice Actors&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||There are no voices planned at this time, but AI isn&#039;t expected to be involved.&lt;br /&gt;
|-&lt;br /&gt;
|Writing&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||The story was written by me.&lt;br /&gt;
|- style=&amp;quot;background-color: #ffe6e6;&amp;quot;&lt;br /&gt;
|Text Localization&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
||I only speak English but wanted to support as many locales as possible with the text in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Research&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
||Searching Google always results in the use of AI these days. Most of my searches were for Greek Mythology or information about the features of the Godot Engine.&lt;br /&gt;
|-&lt;br /&gt;
|Support Tools&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
||I created my own survey system and task tracker tools using AI.&lt;br /&gt;
|}&lt;br /&gt;
{{#css:User:NerdOfEpic/boolean.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=AI_Disclosure&amp;diff=353</id>
		<title>AI Disclosure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=AI_Disclosure&amp;diff=353"/>
		<updated>2026-09-03T17:45:43Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some modern software distribution platforms now require disclosing the use of AI. In most cases they only require it for things the players experience, sometimes referred to as forward facing content. They do not however currently support things like ESRB or MPA ratings where you can clarify what was created by AI in a standardized way. Instead they provide a space for each developer or publisher to describe in text how AI was used.&lt;br /&gt;
&lt;br /&gt;
In an effort to be as accurate as possible, I&#039;ve created both a text description for how AI was used in the Fracterebus project, and a detailed table breaking down all the categories I can think of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Disclosure&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This game is lovingly hand crafted. All art, sounds, music, story, and code was created by the solo developer. &lt;br /&gt;
The only exception is localized text which was translated from English to several other languages by AI.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific AI Usage&lt;br /&gt;
!Category!!Player Facing!!AI Used!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Game Code&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||I enjoy coding and solving problems.&lt;br /&gt;
|-&lt;br /&gt;
|Art&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||The pixel art in this game was all hand made by me.&lt;br /&gt;
|-&lt;br /&gt;
|Sound Effects&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||I had to learn how to do this and had fun with it.&lt;br /&gt;
|-&lt;br /&gt;
|Background Music&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||Hopefully I haven&#039;t made anyone&#039;s ears bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Voice Actors&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||There are no voices planned at this time, but AI isn&#039;t expected to be involved.&lt;br /&gt;
|-&lt;br /&gt;
|Writing&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||The story was written by me.&lt;br /&gt;
|- style=&amp;quot;background-color: #ffe6e6;&amp;quot;&lt;br /&gt;
|Text Localization&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
||I only speak English but wanted to support as many locales as possible with the text in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Research&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
||Searching Google always results in the use of AI these days. Most of my searches were for Greek Mythology or information about the features of the Godot Engine.&lt;br /&gt;
|-&lt;br /&gt;
|Support Tools&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
||I created my own survey system and task tracker tools using AI.&lt;br /&gt;
|}&lt;br /&gt;
{{#css:User:NerdOfEpic/boolean.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=352</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=352"/>
		<updated>2026-09-03T17:41:59Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any game is a massive undertaking that requires skilled creators. Those folks use all sorts of tools to do that creating. This is the list of tools I used for Fracterebus. It may not be what you want to use in the end, but I provided it in case it&#039;s helpful for you. Most of the tools in this list are free, a fair few are open source, and all of them have license terms that I was comfortable using for the creation of a commercial game. Web hosting and storefronts are obviously not free. At this time, no software or services in this list sponsor me in any way.&lt;br /&gt;
&lt;br /&gt;
= Core Development =&lt;br /&gt;
; [https://godotengine.org Godot Engine] : This is a game engine. It is a piece of software that handles a lot of the core requirements of what is needed to make a game. The alternate approach would have been making my own game engine from scratch (a task I have attempted with other projects, and ultimately failed at). I selected Godot because it is an excellent engine to work with and has a massive amount of community content available for learning how it works. It also supports my preferred programming language of C#. I also like that it&#039;s &#039;&#039;NOT&#039;&#039; a certain other game engine that has had massive licensing and fees issues in the past.&lt;br /&gt;
&lt;br /&gt;
; [https://visualstudio.microsoft.com/vs/community Visual Studio Community] : This is a development IDE that most aspiring developers have probably at least heard of. I switched to this from Visual Studio Code after issues getting unit tests to work properly. Importantly, any individual developer can use Visual Studio Community to create their own free or paid apps. Pay closer attention to the license if you are part of any size company, it may not be usable for you without paying.&lt;br /&gt;
&lt;br /&gt;
; [https://code.visualstudio.com Visual Studio Code] : I include this here because I did use it until I got frustrated with it. It may still be useful for you if you don&#039;t qualify for the free use of Visual Studio Community.&lt;br /&gt;
&lt;br /&gt;
; [https://notepad-plus-plus.org Notepad++] : This is the single greatest text editing tool I&#039;ve ever used and recommend it to anyone that wants a fast and light tool. For Fracterebus I used it to create tons of JSON files for configuration and an occasional web based tool.&lt;br /&gt;
&lt;br /&gt;
= Resource Creation =&lt;br /&gt;
; [https://aseprite.org Aseprite] : In a game designed with the pixel art visual style, you&#039;ll find you need to push around more pixels than you could even imagine. This is essentially the de facto pixel art editor. It&#039;s powerful for both still images and complex animations. Note that this tool is free only if you build it from source yourself. I supported the author by purchasing it through Steam which saves me from having to build the binary for myself and keeps me up to date automatically.&lt;br /&gt;
&lt;br /&gt;
; [https://www.audacityteam.org Audacity] : Used for creating and modifying audio for both sound effects and background music. I am absolutely not a musically inclined person, but I can recognize a good tool when I use it.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://www.mediawiki.org MediaWiki] : A wildly powerful wiki system that you&#039;re looking at right now. I needed a place to describe things to both the public and myself while I was figuring out the design of Fracterebus.&lt;br /&gt;
&lt;br /&gt;
; [https://refractsurvey.com RefractSurvey] : A system I built for tracking feedback from users. This includes anyone from convention visitors to play testers or beta testers. This tool was created for the specific purpose of tracking feedback for Pixel Refraction Studio projects. It is available for purchase at [https://nerdofepic.itch.io/refractsurvey itch.io].&lt;br /&gt;
&lt;br /&gt;
; [https://refracttrack.com RefractTrack] : A system I built for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. This tool was created for the specific purpose of tracking indie game development tasks for Pixel Refraction Studio projects. It is available for purchase at [https://nerdofepic.itch.io/refracttrack itch.io].&lt;br /&gt;
&lt;br /&gt;
; [https://wordpress.org WordPress] : Blogging software used for the development/news [https://blog.fracterebus.com blog] for Fracterebus. I never really found a theme I liked very much, but I also don&#039;t imagine a ton of traffic to a blog full of nerdy things.&lt;br /&gt;
&lt;br /&gt;
; [https://www.nfoservers.com NFO Servers] : This is my web hosting provider. I&#039;ve been administrating my own dedicated Linux server with them for over a decade and highly recommend them. If your project needs a server, check them out. This server hosts the Wiki, Blog, Main Site, and Bug Tracker.&lt;br /&gt;
&lt;br /&gt;
= Internationalization = &lt;br /&gt;
; [https://gemini.google.com Google Gemini] or [https://claude.ai Claude] : I can&#039;t claim this project is fully AI-Free because of internationalization. (See the [[AI Disclosure]].) There isn&#039;t an especially large amount of text in Fracterebus that requires internationalization, but it needs to be in as many languages as possible to improve the market size I have access to. After consideration of non-AI alternatives, I selected Gemini because it provided support for the internationalization I needed along with descriptions of why things were translated the way they were into various languages. Sorry to any consumers of locales besides en-US if the translation was strange.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=351</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=351"/>
		<updated>2026-08-21T00:26:06Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Documentation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any game is a massive undertaking that requires skilled creators. Those folks use all sorts of tools to do that creating. This is the list of tools I used for Fracterebus. It may not be what you want to use in the end, but I provided it in case it&#039;s helpful for you. Most of the tools in this list are free, a fair few are open source, and all of them have license terms that I was comfortable using for the creation of a commercial game. Web hosting and storefronts are obviously not free. At this time, no software or services in this list sponsor me in any way.&lt;br /&gt;
&lt;br /&gt;
= Core Development =&lt;br /&gt;
; [https://godotengine.org Godot Engine] : This is a game engine. It is a piece of software that handles a lot of the core requirements of what is needed to make a game. The alternate approach would have been making my own game engine from scratch (a task I have attempted with other projects, and ultimately failed at). I selected Godot because it is an excellent engine to work with and has a massive amount of community content available for learning how it works. It also supports my preferred programming language of C#. I also like that it&#039;s &#039;&#039;NOT&#039;&#039; a certain other game engine that has had massive licensing and fees issues in the past.&lt;br /&gt;
&lt;br /&gt;
; [https://visualstudio.microsoft.com/vs/community Visual Studio Community] : This is a development IDE that most aspiring developers have probably at least heard of. I switched to this from Visual Studio Code after issues getting unit tests to work properly. Importantly, any individual developer can use Visual Studio Community to create their own free or paid apps. Pay closer attention to the license if you are part of any size company, it may not be usable for you without paying.&lt;br /&gt;
&lt;br /&gt;
; [https://code.visualstudio.com Visual Studio Code] : I include this here because I did use it until I got frustrated with it. It may still be useful for you if you don&#039;t qualify for the free use of Visual Studio Community.&lt;br /&gt;
&lt;br /&gt;
; [https://notepad-plus-plus.org Notepad++] : This is the single greatest text editing tool I&#039;ve ever used and recommend it to anyone that wants a fast and light tool. For Fracterebus I used it to create tons of JSON files for configuration and an occasional web based tool.&lt;br /&gt;
&lt;br /&gt;
= Resource Creation =&lt;br /&gt;
; [https://aseprite.org Aseprite] : In a game designed with the pixel art visual style, you&#039;ll find you need to push around more pixels than you could even imagine. This is essentially the de facto pixel art editor. It&#039;s powerful for both still images and complex animations. Note that this tool is free only if you build it from source yourself. I supported the author by purchasing it through Steam which saves me from having to build the binary for myself and keeps me up to date automatically.&lt;br /&gt;
&lt;br /&gt;
; [https://www.audacityteam.org Audacity] : Used for creating and modifying audio for both sound effects and background music. I am absolutely not a musically inclined person, but I can recognize a good tool when I use it.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://www.mediawiki.org MediaWiki] : A wildly powerful wiki system that you&#039;re looking at right now. I needed a place to describe things to both the public and myself while I was figuring out the design of Fracterebus.&lt;br /&gt;
&lt;br /&gt;
; [https://refractsurvey.com RefractSurvey] : A system I built for tracking feedback from users. This includes anyone from convention visitors to play testers or beta testers. This tool was created for the specific purpose of tracking feedback for Pixel Refraction Studio, LLC projects.&lt;br /&gt;
&lt;br /&gt;
; [https://refracttrack.com RefractTrack] : A system I built for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. This tool was created for the specific purpose of tracking indie game development tasks for Pixel Refraction Studio, LLC projects. It is available for purchase at [https://nerdofepic.itch.io/refracttrack itch.io].&lt;br /&gt;
&lt;br /&gt;
; [https://wordpress.org WordPress] : Blogging software used for the development/news [https://blog.fracterebus.com blog] for Fracterebus. I never really found a theme I liked very much, but I also don&#039;t imagine a ton of traffic to a blog full of nerdy things.&lt;br /&gt;
&lt;br /&gt;
; [https://www.nfoservers.com NFO Servers] : This is my web hosting provider. I&#039;ve been administrating my own dedicated Linux server with them for over a decade and highly recommend them. If your project needs a server, check them out. This server hosts the Wiki, Blog, Main Site, and Bug Tracker.&lt;br /&gt;
&lt;br /&gt;
= Internationalization = &lt;br /&gt;
; [https://gemini.google.com Google Gemini] or [https://claude.ai Claude] : I can&#039;t claim this project is fully AI-Free because of internationalization. (See the [[AI Disclosure]].) There isn&#039;t an especially large amount of text in Fracterebus that requires internationalization, but it needs to be in as many languages as possible to improve the market size I have access to. After consideration of non-AI alternatives, I selected Gemini because it provided support for the internationalization I needed along with descriptions of why things were translated the way they were into various languages. Sorry to any consumers of locales besides en-US if the translation was strange.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=350</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=350"/>
		<updated>2026-08-21T00:24:11Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Documentation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any game is a massive undertaking that requires skilled creators. Those folks use all sorts of tools to do that creating. This is the list of tools I used for Fracterebus. It may not be what you want to use in the end, but I provided it in case it&#039;s helpful for you. Most of the tools in this list are free, a fair few are open source, and all of them have license terms that I was comfortable using for the creation of a commercial game. Web hosting and storefronts are obviously not free. At this time, no software or services in this list sponsor me in any way.&lt;br /&gt;
&lt;br /&gt;
= Core Development =&lt;br /&gt;
; [https://godotengine.org Godot Engine] : This is a game engine. It is a piece of software that handles a lot of the core requirements of what is needed to make a game. The alternate approach would have been making my own game engine from scratch (a task I have attempted with other projects, and ultimately failed at). I selected Godot because it is an excellent engine to work with and has a massive amount of community content available for learning how it works. It also supports my preferred programming language of C#. I also like that it&#039;s &#039;&#039;NOT&#039;&#039; a certain other game engine that has had massive licensing and fees issues in the past.&lt;br /&gt;
&lt;br /&gt;
; [https://visualstudio.microsoft.com/vs/community Visual Studio Community] : This is a development IDE that most aspiring developers have probably at least heard of. I switched to this from Visual Studio Code after issues getting unit tests to work properly. Importantly, any individual developer can use Visual Studio Community to create their own free or paid apps. Pay closer attention to the license if you are part of any size company, it may not be usable for you without paying.&lt;br /&gt;
&lt;br /&gt;
; [https://code.visualstudio.com Visual Studio Code] : I include this here because I did use it until I got frustrated with it. It may still be useful for you if you don&#039;t qualify for the free use of Visual Studio Community.&lt;br /&gt;
&lt;br /&gt;
; [https://notepad-plus-plus.org Notepad++] : This is the single greatest text editing tool I&#039;ve ever used and recommend it to anyone that wants a fast and light tool. For Fracterebus I used it to create tons of JSON files for configuration and an occasional web based tool.&lt;br /&gt;
&lt;br /&gt;
= Resource Creation =&lt;br /&gt;
; [https://aseprite.org Aseprite] : In a game designed with the pixel art visual style, you&#039;ll find you need to push around more pixels than you could even imagine. This is essentially the de facto pixel art editor. It&#039;s powerful for both still images and complex animations. Note that this tool is free only if you build it from source yourself. I supported the author by purchasing it through Steam which saves me from having to build the binary for myself and keeps me up to date automatically.&lt;br /&gt;
&lt;br /&gt;
; [https://www.audacityteam.org Audacity] : Used for creating and modifying audio for both sound effects and background music. I am absolutely not a musically inclined person, but I can recognize a good tool when I use it.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://www.mediawiki.org MediaWiki] : A wildly powerful wiki system that you&#039;re looking at right now. I needed a place to describe things to both the public and myself while I was figuring out the design of Fracterebus.&lt;br /&gt;
&lt;br /&gt;
; Survey System : A system I built for tracking feedback from users. This includes anyone from convention visitors to play testers or beta testers. This tool was created for the specific purpose of tracking feedback for Pixel Refraction Studio, LLC projects.&lt;br /&gt;
&lt;br /&gt;
; [https://refracttrack.com RefractTrack] : A system I built for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. This tool was created for the specific purpose of tracking indie game development tasks for Pixel Refraction Studio, LLC projects. It is available for purchase at [https://nerdofepic.itch.io/refracttrack itch.io].&lt;br /&gt;
&lt;br /&gt;
; [https://wordpress.org WordPress] : Blogging software used for the development/news [https://blog.fracterebus.com blog] for Fracterebus. I never really found a theme I liked very much, but I also don&#039;t imagine a ton of traffic to a blog full of nerdy things.&lt;br /&gt;
&lt;br /&gt;
; [https://www.nfoservers.com NFO Servers] : This is my web hosting provider. I&#039;ve been administrating my own dedicated Linux server with them for over a decade and highly recommend them. If your project needs a server, check them out. This server hosts the Wiki, Blog, Main Site, and Bug Tracker.&lt;br /&gt;
&lt;br /&gt;
= Internationalization = &lt;br /&gt;
; [https://gemini.google.com Google Gemini] or [https://claude.ai Claude] : I can&#039;t claim this project is fully AI-Free because of internationalization. (See the [[AI Disclosure]].) There isn&#039;t an especially large amount of text in Fracterebus that requires internationalization, but it needs to be in as many languages as possible to improve the market size I have access to. After consideration of non-AI alternatives, I selected Gemini because it provided support for the internationalization I needed along with descriptions of why things were translated the way they were into various languages. Sorry to any consumers of locales besides en-US if the translation was strange.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=AI_Disclosure&amp;diff=349</id>
		<title>AI Disclosure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=AI_Disclosure&amp;diff=349"/>
		<updated>2026-08-11T15:05:23Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some modern software distribution platforms now require disclosing the use of AI. In most cases they only require it for things the players experience, sometimes referred to as forward facing content. They do not however currently support things like ESRB or MPA ratings where you can clarify what was created by AI in a standardized way. Instead they provide a space for each developer or publisher to describe in text how AI was used.&lt;br /&gt;
&lt;br /&gt;
In an effort to be as accurate as possible, I&#039;ve created both a text description for how AI was used in the Fracterebus project, and a detailed table breaking down all the categories I can think of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Disclosure&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This game is lovingly hand crafted. All art, sounds, music, story, and code was created by the solo developer. &lt;br /&gt;
The only exception is localized text which was translated from English to several other languages by AI.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific AI Usage&lt;br /&gt;
!Category!!Player Facing!!AI Used!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Game Code&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||I enjoy coding and solving problems.&lt;br /&gt;
|-&lt;br /&gt;
|Art&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||The pixel art in this game was all hand made by me.&lt;br /&gt;
|-&lt;br /&gt;
|Sound Effects&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||I had to learn how to do this and had fun with it.&lt;br /&gt;
|-&lt;br /&gt;
|Background Music&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||Hopefully I haven&#039;t made anyone&#039;s ears bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Voice Actors&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||There are no voices planned at this time, but AI isn&#039;t expected to be involved.&lt;br /&gt;
|-&lt;br /&gt;
|Writing&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||The story was written by me.&lt;br /&gt;
|-&lt;br /&gt;
|Text Localization&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
||I only speak English but wanted to support as many locales as possible with the text in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Research&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
||Searching Google always results in the use of AI these days. Most of my searches were for Greek Mythology or information about the features of the Godot Engine.&lt;br /&gt;
|-&lt;br /&gt;
|Support Tools&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
||I created my own survey system and task tracker tools using AI.&lt;br /&gt;
|}&lt;br /&gt;
{{#css:User:NerdOfEpic/boolean.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=348</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=348"/>
		<updated>2026-08-11T15:00:57Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Internationalization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any game is a massive undertaking that requires skilled creators. Those folks use all sorts of tools to do that creating. This is the list of tools I used for Fracterebus. It may not be what you want to use in the end, but I provided it in case it&#039;s helpful for you. Most of the tools in this list are free, a fair few are open source, and all of them have license terms that I was comfortable using for the creation of a commercial game. Web hosting and storefronts are obviously not free. At this time, no software or services in this list sponsor me in any way.&lt;br /&gt;
&lt;br /&gt;
= Core Development =&lt;br /&gt;
; [https://godotengine.org Godot Engine] : This is a game engine. It is a piece of software that handles a lot of the core requirements of what is needed to make a game. The alternate approach would have been making my own game engine from scratch (a task I have attempted with other projects, and ultimately failed at). I selected Godot because it is an excellent engine to work with and has a massive amount of community content available for learning how it works. It also supports my preferred programming language of C#. I also like that it&#039;s &#039;&#039;NOT&#039;&#039; a certain other game engine that has had massive licensing and fees issues in the past.&lt;br /&gt;
&lt;br /&gt;
; [https://visualstudio.microsoft.com/vs/community Visual Studio Community] : This is a development IDE that most aspiring developers have probably at least heard of. I switched to this from Visual Studio Code after issues getting unit tests to work properly. Importantly, any individual developer can use Visual Studio Community to create their own free or paid apps. Pay closer attention to the license if you are part of any size company, it may not be usable for you without paying.&lt;br /&gt;
&lt;br /&gt;
; [https://code.visualstudio.com Visual Studio Code] : I include this here because I did use it until I got frustrated with it. It may still be useful for you if you don&#039;t qualify for the free use of Visual Studio Community.&lt;br /&gt;
&lt;br /&gt;
; [https://notepad-plus-plus.org Notepad++] : This is the single greatest text editing tool I&#039;ve ever used and recommend it to anyone that wants a fast and light tool. For Fracterebus I used it to create tons of JSON files for configuration and an occasional web based tool.&lt;br /&gt;
&lt;br /&gt;
= Resource Creation =&lt;br /&gt;
; [https://aseprite.org Aseprite] : In a game designed with the pixel art visual style, you&#039;ll find you need to push around more pixels than you could even imagine. This is essentially the de facto pixel art editor. It&#039;s powerful for both still images and complex animations. Note that this tool is free only if you build it from source yourself. I supported the author by purchasing it through Steam which saves me from having to build the binary for myself and keeps me up to date automatically.&lt;br /&gt;
&lt;br /&gt;
; [https://www.audacityteam.org Audacity] : Used for creating and modifying audio for both sound effects and background music. I am absolutely not a musically inclined person, but I can recognize a good tool when I use it.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://www.mediawiki.org MediaWiki] : A wildly powerful wiki system that you&#039;re looking at right now. I needed a place to describe things to both the public and myself while I was figuring out the design of Fracterebus.&lt;br /&gt;
&lt;br /&gt;
; Survey System : A system I built for tracking feedback from users. This includes anyone from convention visitors to play testers or beta testers. This tool was created for the specific purpose of tracking feedback for Pixel Refraction Studio, LLC projects.&lt;br /&gt;
&lt;br /&gt;
; Task Tracker : A system I built for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. This tool was created for the specific purpose of tracking development for Pixel Refraction Studio, LLC projects.&lt;br /&gt;
&lt;br /&gt;
; [https://wordpress.org WordPress] : Blogging software used for the development/news [https://blog.fracterebus.com blog] for Fracterebus. I never really found a theme I liked very much, but I also don&#039;t imagine a ton of traffic to a blog full of nerdy things.&lt;br /&gt;
&lt;br /&gt;
; [https://www.nfoservers.com NFO Servers] : This is my web hosting provider. I&#039;ve been administrating my own dedicated Linux server with them for over a decade and highly recommend them. If your project needs a server, check them out. This server hosts the Wiki, Blog, Main Site, and Bug Tracker.&lt;br /&gt;
&lt;br /&gt;
= Internationalization = &lt;br /&gt;
; [https://gemini.google.com Google Gemini] or [https://claude.ai Claude] : I can&#039;t claim this project is fully AI-Free because of internationalization. (See the [[AI Disclosure]].) There isn&#039;t an especially large amount of text in Fracterebus that requires internationalization, but it needs to be in as many languages as possible to improve the market size I have access to. After consideration of non-AI alternatives, I selected Gemini because it provided support for the internationalization I needed along with descriptions of why things were translated the way they were into various languages. Sorry to any consumers of locales besides en-US if the translation was strange.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=AI_Disclosure&amp;diff=347</id>
		<title>AI Disclosure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=AI_Disclosure&amp;diff=347"/>
		<updated>2026-08-11T14:58:11Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some modern software distribution platforms now require disclosing the use of AI. In most cases they only require it for things the players experience, sometimes referred to as forward facing content. They do not however currently support things like ESRB or MPA ratings where you can clarify what was created by AI in a standardized way. Instead they provide a space for each developer or publisher to describe in text how AI was used.&lt;br /&gt;
&lt;br /&gt;
In an effort to be as accurate as possible, I&#039;ve created both a text description for how AI was used in the Fracterebus project, and a detailed table breaking down all the categories I can think of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AI Disclosure&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
This game is lovingly hand crafted. All art, sounds, music, story, and code was created by the solo developer. &lt;br /&gt;
The only exception is localized text which was translated from English to several other languages by AI.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific AI Usage&lt;br /&gt;
!Category!!Player Facing!!AI Used!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Art&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||The pixel art in this game was all hand made by me.&lt;br /&gt;
|-&lt;br /&gt;
|Sound Effects&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||I had to learn how to do this and had fun with it.&lt;br /&gt;
|-&lt;br /&gt;
|Background Music&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||Hopefully I haven&#039;t made anyone&#039;s ears bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Voice Actors&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||There are no voices planned at this time, but AI isn&#039;t expected to be involved.&lt;br /&gt;
|-&lt;br /&gt;
|Writing&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||The story was written by me.&lt;br /&gt;
|-&lt;br /&gt;
|Text Localization&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
||I only speak English but wanted to support as many locales as possible with the text in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Game Code&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;good&amp;quot; |No&lt;br /&gt;
||I enjoy coding and solving problems.&lt;br /&gt;
|-&lt;br /&gt;
|Research&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; class=&amp;quot;bad&amp;quot; |Yes&lt;br /&gt;
||Searching Google always results in the use of AI these days. Most of my searches were for Greek Mythology or information about the features of the Godot Engine.&lt;br /&gt;
|}&lt;br /&gt;
{{#css:User:NerdOfEpic/boolean.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=User:NerdOfEpic/boolean.css&amp;diff=346</id>
		<title>User:NerdOfEpic/boolean.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=User:NerdOfEpic/boolean.css&amp;diff=346"/>
		<updated>2026-08-11T14:47:32Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;.true, .yes, .good {   color: #00BB00; }  .false, .no, .bad {   color: #BB0000; }&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.true, .yes, .good&lt;br /&gt;
{&lt;br /&gt;
  color: #00BB00;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.false, .no, .bad&lt;br /&gt;
{&lt;br /&gt;
  color: #BB0000;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=AI_Disclosure&amp;diff=345</id>
		<title>AI Disclosure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=AI_Disclosure&amp;diff=345"/>
		<updated>2026-08-11T14:44:13Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some modern software distribution platforms now require disclosing the use of AI. In most cases they only require it for things the players experience, sometimes referred to as forward facing content. They do not however currently support things like ESRB or MPA ratings where you can clarify what was created by AI in a standardized way. Instead they provide a space for each developer or publisher to describe in text how AI was used.&lt;br /&gt;
&lt;br /&gt;
In an effort to be as accurate as possible, I&#039;ve created both a table of categories here and a text description for how AI was used in the Fracterebus project.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ AI Usage&lt;br /&gt;
!Category!!Player Facing!!AI Used!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Art&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
||The pixel art in this game was all hand made by me.&lt;br /&gt;
|-&lt;br /&gt;
|Sound Effects&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
||I had to learn how to do this and had fun with it.&lt;br /&gt;
|-&lt;br /&gt;
|Background Music&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
||Hopefully I haven&#039;t made anyone&#039;s ears bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Voice Actors&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
||There are no voices planned at this time, but AI isn&#039;t expected to be involved.&lt;br /&gt;
|-&lt;br /&gt;
|Text Localization&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
||I only speak English but wanted to support as many locales as possible with the text in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Game Code&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
||I enjoy coding and solving problems.&lt;br /&gt;
|-&lt;br /&gt;
|Research&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
||Searching Google always results in the use of AI these days. Most of my searches were for Greek Mythology or information about the features of the Godot Engine.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=AI_Disclosure&amp;diff=344</id>
		<title>AI Disclosure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=AI_Disclosure&amp;diff=344"/>
		<updated>2026-08-11T14:42:15Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some modern software distribution platforms now require disclosing the use of AI. In most cases they only require it for things the players experience, sometimes referred to as forward facing content. They do not however currently support things like ESRB or MPA ratings where you can clarify what was created by AI in a standardized way. Instead they provide a space for each developer or publisher to describe in text how AI was used.&lt;br /&gt;
&lt;br /&gt;
In an effort to be as accurate as possible, I&#039;ve created both a table of categories here and a text description for how AI was used in the Fracterebus project.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ AI Usage&lt;br /&gt;
!Category!!Player Facing!!AI Used!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Art&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
||The pixel art in this game was all hand made by me.&lt;br /&gt;
|-&lt;br /&gt;
|Sound Effects&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
||I had to learn how to do this and had fun with that.&lt;br /&gt;
|-&lt;br /&gt;
|Background Music&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
||Hopefully I haven&#039;t made anyone&#039;s ears bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Voice Actors&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
||There are no voices planned at this time, but AI isn&#039;t expected to be involved.&lt;br /&gt;
|-&lt;br /&gt;
|Text Localization&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
||I only speak English but wanted to support as many locales as possible with the text in the game.&lt;br /&gt;
|-&lt;br /&gt;
|Game Code&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
||I enjoy coding and solving problems.&lt;br /&gt;
|-&lt;br /&gt;
|Research&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |No&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |Yes&lt;br /&gt;
||Searching Google for Greek Mythology or information about the Godot Engine always results in the use of AI these days.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=AI_Disclosure&amp;diff=343</id>
		<title>AI Disclosure</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=AI_Disclosure&amp;diff=343"/>
		<updated>2026-08-11T14:28:50Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;Some modern software distribution platforms now require disclosing the use of AI. In most cases they only require it for things the players experience, sometimes referred to as forward facing content. They do not however currently support things like ESRB or MPA ratings where you can clarify what was created by AI in a standardized way. Instead they provide a space for each developer or publisher to describe in text how AI was used.  In an effort to be as accurate as pos...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some modern software distribution platforms now require disclosing the use of AI. In most cases they only require it for things the players experience, sometimes referred to as forward facing content. They do not however currently support things like ESRB or MPA ratings where you can clarify what was created by AI in a standardized way. Instead they provide a space for each developer or publisher to describe in text how AI was used.&lt;br /&gt;
&lt;br /&gt;
In an effort to be as accurate as possible, I&#039;ve created both a table of categories here and a text description for how AI was used in the Fracterebus project.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Room_Configuration&amp;diff=342</id>
		<title>Map Room Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Room_Configuration&amp;diff=342"/>
		<updated>2026-07-31T16:26:58Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Door Reveal Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map rooms provide the player with information about their surroundings. When they are present, one of them will be found in each biome and reveals information for only the biome they are in. What they reveal is configurable as part of the [[Seed Code]]. It should be noted that finding these and activating them is entirely optional. If you prefer unguided exploration, even in a world that has map rooms, you can simply skip them. &lt;br /&gt;
&lt;br /&gt;
Map details are always revealed through exploration regardless of how map rooms are configured. Information is revealed on a screen based resolution. Maps revealed by a map station show only their rough shape, visiting them in-person will dramatically improve the resolution.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map Room Configuration&lt;br /&gt;
! !!&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Reveals&lt;br /&gt;
|-&lt;br /&gt;
!Bits!!Type!!Non-Secret!!Secret!!Bosses!!Saves!!Recharges!!Items!!Doors&lt;br /&gt;
|-&lt;br /&gt;
|00||Basic||Yes||No||Yes||Yes||No||No||Simple&lt;br /&gt;
|-&lt;br /&gt;
|01||None|| colspan=&amp;quot;7&amp;quot; align=&amp;quot;center&amp;quot; |No map rooms, so nothing is revealed.&lt;br /&gt;
|-&lt;br /&gt;
|10||Advanced||Yes||No||Yes||Yes||Yes||Simple||Simple&lt;br /&gt;
|-&lt;br /&gt;
|11||All||Yes||Yes||Yes||Yes||Yes||Category||Specific&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Reveal Types===&lt;br /&gt;
* No = No items are revealed by the map room.&lt;br /&gt;
* Simple = Any revealed items are shown as a small dot.&lt;br /&gt;
* Category = Any revealed items are show as [[Item Category Symbols]] (similar to [[Super Metroid Map Rando]]).&lt;br /&gt;
&lt;br /&gt;
===Door Reveal Types===&lt;br /&gt;
* Simple = Any revealed doors are shown as the unknown door type. (Meaning there is a door symbol, but no indication of what kind.)&lt;br /&gt;
* Specific = Any revealed doors are shown as the [[Specific Door Types]] as though you&#039;ve explored to them.&lt;br /&gt;
&lt;br /&gt;
This field is part of the [[Seed Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Room_Configuration&amp;diff=341</id>
		<title>Map Room Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Room_Configuration&amp;diff=341"/>
		<updated>2026-07-31T16:26:27Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Door Reveal Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map rooms provide the player with information about their surroundings. When they are present, one of them will be found in each biome and reveals information for only the biome they are in. What they reveal is configurable as part of the [[Seed Code]]. It should be noted that finding these and activating them is entirely optional. If you prefer unguided exploration, even in a world that has map rooms, you can simply skip them. &lt;br /&gt;
&lt;br /&gt;
Map details are always revealed through exploration regardless of how map rooms are configured. Information is revealed on a screen based resolution. Maps revealed by a map station show only their rough shape, visiting them in-person will dramatically improve the resolution.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map Room Configuration&lt;br /&gt;
! !!&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Reveals&lt;br /&gt;
|-&lt;br /&gt;
!Bits!!Type!!Non-Secret!!Secret!!Bosses!!Saves!!Recharges!!Items!!Doors&lt;br /&gt;
|-&lt;br /&gt;
|00||Basic||Yes||No||Yes||Yes||No||No||Simple&lt;br /&gt;
|-&lt;br /&gt;
|01||None|| colspan=&amp;quot;7&amp;quot; align=&amp;quot;center&amp;quot; |No map rooms, so nothing is revealed.&lt;br /&gt;
|-&lt;br /&gt;
|10||Advanced||Yes||No||Yes||Yes||Yes||Simple||Simple&lt;br /&gt;
|-&lt;br /&gt;
|11||All||Yes||Yes||Yes||Yes||Yes||Category||Specific&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Reveal Types===&lt;br /&gt;
* No = No items are revealed by the map room.&lt;br /&gt;
* Simple = Any revealed items are shown as a small dot.&lt;br /&gt;
* Category = Any revealed items are show as [[Item Category Symbols]] (similar to [[Super Metroid Map Rando]]).&lt;br /&gt;
&lt;br /&gt;
===Door Reveal Types===&lt;br /&gt;
* Simple = Any revealed doors are shown as the unknown door type.&lt;br /&gt;
* Specific = Any revealed doors are shown as the [[Specific Door Types]] as though you&#039;ve explored to them.&lt;br /&gt;
&lt;br /&gt;
This field is part of the [[Seed Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Room_Configuration&amp;diff=340</id>
		<title>Map Room Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Room_Configuration&amp;diff=340"/>
		<updated>2026-07-31T16:26:09Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map rooms provide the player with information about their surroundings. When they are present, one of them will be found in each biome and reveals information for only the biome they are in. What they reveal is configurable as part of the [[Seed Code]]. It should be noted that finding these and activating them is entirely optional. If you prefer unguided exploration, even in a world that has map rooms, you can simply skip them. &lt;br /&gt;
&lt;br /&gt;
Map details are always revealed through exploration regardless of how map rooms are configured. Information is revealed on a screen based resolution. Maps revealed by a map station show only their rough shape, visiting them in-person will dramatically improve the resolution.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map Room Configuration&lt;br /&gt;
! !!&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Reveals&lt;br /&gt;
|-&lt;br /&gt;
!Bits!!Type!!Non-Secret!!Secret!!Bosses!!Saves!!Recharges!!Items!!Doors&lt;br /&gt;
|-&lt;br /&gt;
|00||Basic||Yes||No||Yes||Yes||No||No||Simple&lt;br /&gt;
|-&lt;br /&gt;
|01||None|| colspan=&amp;quot;7&amp;quot; align=&amp;quot;center&amp;quot; |No map rooms, so nothing is revealed.&lt;br /&gt;
|-&lt;br /&gt;
|10||Advanced||Yes||No||Yes||Yes||Yes||Simple||Simple&lt;br /&gt;
|-&lt;br /&gt;
|11||All||Yes||Yes||Yes||Yes||Yes||Category||Specific&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Reveal Types===&lt;br /&gt;
* No = No items are revealed by the map room.&lt;br /&gt;
* Simple = Any revealed items are shown as a small dot.&lt;br /&gt;
* Category = Any revealed items are show as [[Item Category Symbols]] (similar to [[Super Metroid Map Rando]]).&lt;br /&gt;
&lt;br /&gt;
===Door Reveal Types===&lt;br /&gt;
* Simple = Any revealed doors are shown as unknown door type.&lt;br /&gt;
* Specific = Any revealed doors are shown as the [[Specific Door Types]] as though you&#039;ve explored to them.&lt;br /&gt;
&lt;br /&gt;
This field is part of the [[Seed Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Room_Configuration&amp;diff=339</id>
		<title>Map Room Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Room_Configuration&amp;diff=339"/>
		<updated>2026-07-31T16:20:33Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map rooms provide the player with information about their surroundings. When they are present, one of them will be found in each biome and reveal information for only the biome they are in. What they reveal is configurable as part of the [[Seed Code]]. &lt;br /&gt;
&lt;br /&gt;
Map details are always revealed through exploration regardless of how map rooms are configured. Information is revealed on a screen based resolution.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map Room Configuration&lt;br /&gt;
! !!&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Reveals&lt;br /&gt;
|-&lt;br /&gt;
!Bits!!Type!!Non-Secret!!Secret!!Bosses!!Saves!!Recharges!!Items!!Doors&lt;br /&gt;
|-&lt;br /&gt;
|00||Basic||Yes||No||Yes||Yes||No||No||Simple&lt;br /&gt;
|-&lt;br /&gt;
|01||None|| colspan=&amp;quot;7&amp;quot; align=&amp;quot;center&amp;quot; |No map rooms, so nothing is revealed.&lt;br /&gt;
|-&lt;br /&gt;
|10||Advanced||Yes||No||Yes||Yes||Yes||Simple||Simple&lt;br /&gt;
|-&lt;br /&gt;
|11||All||Yes||Yes||Yes||Yes||Yes||Category||Specific&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Reveal Types===&lt;br /&gt;
* No = No items are revealed by the map room.&lt;br /&gt;
* Simple = Any revealed items are shown as a small dot.&lt;br /&gt;
* Category = Any revealed items are show as [[Item Category Symbols]] (similar to [[Super Metroid Map Rando]]).&lt;br /&gt;
&lt;br /&gt;
===Door Reveal Types===&lt;br /&gt;
* Simple = Any revealed doors are shown as unknown door type.&lt;br /&gt;
* Specific = Any revealed doors are shown as the [[Specific Door Types]] as though you&#039;ve explored to them.&lt;br /&gt;
&lt;br /&gt;
This field is part of the [[Seed Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Room_Configuration&amp;diff=338</id>
		<title>Map Room Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Room_Configuration&amp;diff=338"/>
		<updated>2026-07-31T16:10:25Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map rooms provide the player with information about their surroundings. When they are present, one of them will be found in each biome and reveal information for only the biome they are in. What they reveal is configurable as part of the [[Seed Code]]. &lt;br /&gt;
&lt;br /&gt;
Map details are always revealed through exploration regardless of how map rooms are configured. Information is revealed on a screen based resolution.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map Room Configuration&lt;br /&gt;
! !!&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; |Reveals&lt;br /&gt;
|-&lt;br /&gt;
!Bits!!Type!!Non-Secret!!Secret!!Bosses!!Saves!!Recharges!!Items!!Doors&lt;br /&gt;
|-&lt;br /&gt;
|00||Basic||Yes||No||Yes||Yes||No||No||Simple&lt;br /&gt;
|-&lt;br /&gt;
|01||None|| colspan=&amp;quot;7&amp;quot; |No map rooms, so nothing is revealed.&lt;br /&gt;
|-&lt;br /&gt;
|10||Advanced||Yes||No||Yes||Yes||Yes||Simple||Simple&lt;br /&gt;
|-&lt;br /&gt;
|11||All||Yes||Yes||Yes||Yes||Yes||Category||Specific&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Item Reveal Types===&lt;br /&gt;
* No = No items are revealed by the map room.&lt;br /&gt;
* Simple = Any revealed items are shown as a small dot.&lt;br /&gt;
* Category = Any revealed items are show as [[Item Category Symbols]] (similar to [[Super Metroid Map Rando]]).&lt;br /&gt;
&lt;br /&gt;
===Door Reveal Types===&lt;br /&gt;
* Simple = Any revealed doors are shown as unknown door type.&lt;br /&gt;
* Specific = Any revealed doors are shown as the [[Specific Door Types]] as though you&#039;ve explored to them.&lt;br /&gt;
&lt;br /&gt;
This field is part of the [[Seed Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=337</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=337"/>
		<updated>2026-07-22T19:32:15Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Specific Elemental Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - Goddess of Sleep&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Uranus&#039;&#039;&#039; - God of Sky&lt;br /&gt;
** Father of Themis&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Uranus and Gaia. They seek intervention by their daughter Themis against Eris.&lt;br /&gt;
# Themis listens to her parents and tries Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Themis finds Eris guilty and sentences her to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Eris records a message to herself in the computer of an escape pod. This message describes the requirement to restore the balance of the elements. &lt;br /&gt;
# The escape pod cannot be activated until the balance has been restored and warns that Eris’ presence is itself a destabilizing force on the planet.&lt;br /&gt;
# The escape pod also holds a basic weapon to use in this quest.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe then causes her to forget being a goddess entirely.&lt;br /&gt;
# Eris&#039; sister Hypnos puts Eris into a deep sleep and delivers her to the ruined planet.&lt;br /&gt;
# Eris wakes up near the escape pod. The escape pod allows her to view the message she recorded for herself, and provides a basic weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes instead, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return. Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet.  This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Upgrade&amp;lt;br /&amp;gt;Count!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||9||999||Increases the max amount of heath you have by 100. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||5||500||Gives a place to store additional energy beyond the max, each one holds 100 extra.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||11||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an effective possible jump height of triple height with good timing.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature. New biomes may be added over time, the current list of biomes is: Fire, Ice, Electric, Water, Light, Dark, Life, Death, Earth, Air, Gravity, Void.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=336</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=336"/>
		<updated>2026-07-20T17:02:18Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Documentation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any game is a massive undertaking that requires skilled creators. Those folks use all sorts of tools to do that creating. This is the list of tools I used for Fracterebus. It may not be what you want to use in the end, but I provided it in case it&#039;s helpful for you. Most of the tools in this list are free, a fair few are open source, and all of them have license terms that I was comfortable using for the creation of a commercial game. Web hosting and storefronts are obviously not free. At this time, no software or services in this list sponsor me in any way.&lt;br /&gt;
&lt;br /&gt;
= Core Development =&lt;br /&gt;
; [https://godotengine.org Godot Engine] : This is a game engine. It is a piece of software that handles a lot of the core requirements of what is needed to make a game. The alternate approach would have been making my own game engine from scratch (a task I have attempted with other projects, and ultimately failed at). I selected Godot because it is an excellent engine to work with and has a massive amount of community content available for learning how it works. It also supports my preferred programming language of C#. I also like that it&#039;s &#039;&#039;NOT&#039;&#039; a certain other game engine that has had massive licensing and fees issues in the past.&lt;br /&gt;
&lt;br /&gt;
; [https://visualstudio.microsoft.com/vs/community Visual Studio Community] : This is a development IDE that most aspiring developers have probably at least heard of. I switched to this from Visual Studio Code after issues getting unit tests to work properly. Importantly, any individual developer can use Visual Studio Community to create their own free or paid apps. Pay closer attention to the license if you are part of any size company, it may not be usable for you without paying.&lt;br /&gt;
&lt;br /&gt;
; [https://code.visualstudio.com Visual Studio Code] : I include this here because I did use it until I got frustrated with it. It may still be useful for you if you don&#039;t qualify for the free use of Visual Studio Community.&lt;br /&gt;
&lt;br /&gt;
; [https://notepad-plus-plus.org Notepad++] : This is the single greatest text editing tool I&#039;ve ever used and recommend it to anyone that wants a fast and light tool. For Fracterebus I used it to create tons of JSON files for configuration and an occasional web based tool.&lt;br /&gt;
&lt;br /&gt;
= Resource Creation =&lt;br /&gt;
; [https://aseprite.org Aseprite] : In a game designed with the pixel art visual style, you&#039;ll find you need to push around more pixels than you could even imagine. This is essentially the de facto pixel art editor. It&#039;s powerful for both still images and complex animations. Note that this tool is free only if you build it from source yourself. I supported the author by purchasing it through Steam which saves me from having to build the binary for myself and keeps me up to date automatically.&lt;br /&gt;
&lt;br /&gt;
; [https://www.audacityteam.org Audacity] : Used for creating and modifying audio for both sound effects and background music. I am absolutely not a musically inclined person, but I can recognize a good tool when I use it.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://www.mediawiki.org MediaWiki] : A wildly powerful wiki system that you&#039;re looking at right now. I needed a place to describe things to both the public and myself while I was figuring out the design of Fracterebus.&lt;br /&gt;
&lt;br /&gt;
; Survey System : A system I built for tracking feedback from users. This includes anyone from convention visitors to play testers or beta testers. This tool was created for the specific purpose of tracking feedback for Pixel Refraction Studio, LLC projects.&lt;br /&gt;
&lt;br /&gt;
; Task Tracker : A system I built for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. This tool was created for the specific purpose of tracking development for Pixel Refraction Studio, LLC projects.&lt;br /&gt;
&lt;br /&gt;
; [https://wordpress.org WordPress] : Blogging software used for the development/news [https://blog.fracterebus.com blog] for Fracterebus. I never really found a theme I liked very much, but I also don&#039;t imagine a ton of traffic to a blog full of nerdy things.&lt;br /&gt;
&lt;br /&gt;
; [https://www.nfoservers.com NFO Servers] : This is my web hosting provider. I&#039;ve been administrating my own dedicated Linux server with them for over a decade and highly recommend them. If your project needs a server, check them out. This server hosts the Wiki, Blog, Main Site, and Bug Tracker.&lt;br /&gt;
&lt;br /&gt;
= Internationalization = &lt;br /&gt;
; [https://gemini.google.com Google Gemini] : I can&#039;t claim this project is fully AI-Free because of internationalization. There isn&#039;t an especially large amount of text in Fracterebus that requires internationalization, but it needs to be in as many languages as possible to improve the market size I have access to. After consideration of non-AI alternatives, I selected Gemini because it provided support for the internationalization I needed along with descriptions of why things were translated the way they were into various languages. Sorry to any consumers of locales besides en-US if the translation was strange.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=335</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=335"/>
		<updated>2026-07-20T17:01:48Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Documentation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any game is a massive undertaking that requires skilled creators. Those folks use all sorts of tools to do that creating. This is the list of tools I used for Fracterebus. It may not be what you want to use in the end, but I provided it in case it&#039;s helpful for you. Most of the tools in this list are free, a fair few are open source, and all of them have license terms that I was comfortable using for the creation of a commercial game. Web hosting and storefronts are obviously not free. At this time, no software or services in this list sponsor me in any way.&lt;br /&gt;
&lt;br /&gt;
= Core Development =&lt;br /&gt;
; [https://godotengine.org Godot Engine] : This is a game engine. It is a piece of software that handles a lot of the core requirements of what is needed to make a game. The alternate approach would have been making my own game engine from scratch (a task I have attempted with other projects, and ultimately failed at). I selected Godot because it is an excellent engine to work with and has a massive amount of community content available for learning how it works. It also supports my preferred programming language of C#. I also like that it&#039;s &#039;&#039;NOT&#039;&#039; a certain other game engine that has had massive licensing and fees issues in the past.&lt;br /&gt;
&lt;br /&gt;
; [https://visualstudio.microsoft.com/vs/community Visual Studio Community] : This is a development IDE that most aspiring developers have probably at least heard of. I switched to this from Visual Studio Code after issues getting unit tests to work properly. Importantly, any individual developer can use Visual Studio Community to create their own free or paid apps. Pay closer attention to the license if you are part of any size company, it may not be usable for you without paying.&lt;br /&gt;
&lt;br /&gt;
; [https://code.visualstudio.com Visual Studio Code] : I include this here because I did use it until I got frustrated with it. It may still be useful for you if you don&#039;t qualify for the free use of Visual Studio Community.&lt;br /&gt;
&lt;br /&gt;
; [https://notepad-plus-plus.org Notepad++] : This is the single greatest text editing tool I&#039;ve ever used and recommend it to anyone that wants a fast and light tool. For Fracterebus I used it to create tons of JSON files for configuration and an occasional web based tool.&lt;br /&gt;
&lt;br /&gt;
= Resource Creation =&lt;br /&gt;
; [https://aseprite.org Aseprite] : In a game designed with the pixel art visual style, you&#039;ll find you need to push around more pixels than you could even imagine. This is essentially the de facto pixel art editor. It&#039;s powerful for both still images and complex animations. Note that this tool is free only if you build it from source yourself. I supported the author by purchasing it through Steam which saves me from having to build the binary for myself and keeps me up to date automatically.&lt;br /&gt;
&lt;br /&gt;
; [https://www.audacityteam.org Audacity] : Used for creating and modifying audio for both sound effects and background music. I am absolutely not a musically inclined person, but I can recognize a good tool when I use it.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://www.mediawiki.org MediaWiki] : A wildly powerful wiki system that you&#039;re looking at right now. I needed a place to describe things to both the public and myself while I was figuring out the design of Fracterebus.&lt;br /&gt;
&lt;br /&gt;
; Survey System : A system I built for tracking feedback from users. This includes anyone from convention visitors to play testers or beta testers. This tool was created for the specific purpose of tracking development on Pixel Refraction Studio, LLC projects.&lt;br /&gt;
&lt;br /&gt;
; Task Tracker : A system I built for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. This tool was created for the specific purpose of tracking development on Pixel Refraction Studio, LLC projects.&lt;br /&gt;
&lt;br /&gt;
; [https://wordpress.org WordPress] : Blogging software used for the development/news [https://blog.fracterebus.com blog] for Fracterebus. I never really found a theme I liked very much, but I also don&#039;t imagine a ton of traffic to a blog full of nerdy things.&lt;br /&gt;
&lt;br /&gt;
; [https://www.nfoservers.com NFO Servers] : This is my web hosting provider. I&#039;ve been administrating my own dedicated Linux server with them for over a decade and highly recommend them. If your project needs a server, check them out. This server hosts the Wiki, Blog, Main Site, and Bug Tracker.&lt;br /&gt;
&lt;br /&gt;
= Internationalization = &lt;br /&gt;
; [https://gemini.google.com Google Gemini] : I can&#039;t claim this project is fully AI-Free because of internationalization. There isn&#039;t an especially large amount of text in Fracterebus that requires internationalization, but it needs to be in as many languages as possible to improve the market size I have access to. After consideration of non-AI alternatives, I selected Gemini because it provided support for the internationalization I needed along with descriptions of why things were translated the way they were into various languages. Sorry to any consumers of locales besides en-US if the translation was strange.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=334</id>
		<title>Bibliography</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=334"/>
		<updated>2026-07-10T20:19:31Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Originals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been doing a lot of reading of Greek Mythology and similar or related material as research for this project. None of the story for Fracterebus is directly from Greek Mythology but the characters and how they are related to each other and what they are known for was used.&lt;br /&gt;
&lt;br /&gt;
== Modern ==&lt;br /&gt;
These are the modern books I have used for reference or as translations of the originals because I can&#039;t read ancient Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hesiod. (2008). &#039;&#039;Theogony and Works and Days (West, M. L., Trans.)&#039;&#039;. Oxford World&#039;s Classics.&lt;br /&gt;
&lt;br /&gt;
Trzaskoma, S. M., &amp;amp; Smith, R. S. (2012). &#039;&#039;Apollodorus&#039; Library and Hyginus&#039; Fabulae: Two Handbooks of Greek Mythology&#039;&#039;. Hackett Classics.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Iliad (Smith-Stanley, E., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Odyssey (Pope, A., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Virgil. (2019). &#039;&#039;The Aeneid (Dryden, J. &amp;amp; Fitzgerald, R., Trans.)&#039;&#039;. Grapevine.&lt;br /&gt;
&lt;br /&gt;
Ovid. (2023). &#039;&#039;The Complete Works of Ovid. Illustrated: Metamorphoses, Amours, Heroides, To Art of Love, Love&#039;s Cure and others (Marlowe, C., et al., Trans.)&#039;&#039;. Strelbytskyy Multimedia Publishing.&lt;br /&gt;
&lt;br /&gt;
Grimal, P. (1986). &#039;&#039;The Dictionary of Classical Mythology (Maxwell-Hyslop, A. R., Trans.)&#039;&#039;. Blackwell Reference.&lt;br /&gt;
&lt;br /&gt;
== Originals ==&lt;br /&gt;
The originals in the list below were provided for context. The years are estimates and there aren&#039;t publishers for them. In fact, in some cases there was literally only one copy and it was destroyed at some point and then plater patched back together as well as possible by scholars.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Homer. (~750 BC). &#039;&#039;The Iliad.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~720 BC). &#039;&#039;The Odyssey.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Theogony.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Works and Days.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ovid. (~8 AD). &#039;&#039;The Metamorphoses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Virgil. (~19 BC). &#039;&#039;The Aeneid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Apollodorus. (~150 AD). &#039;&#039;The Library.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hyginus. (~150 AD). &#039;&#039;Fabulae.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=333</id>
		<title>Bibliography</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=333"/>
		<updated>2026-07-10T20:18:44Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been doing a lot of reading of Greek Mythology and similar or related material as research for this project. None of the story for Fracterebus is directly from Greek Mythology but the characters and how they are related to each other and what they are known for was used.&lt;br /&gt;
&lt;br /&gt;
== Modern ==&lt;br /&gt;
These are the modern books I have used for reference or as translations of the originals because I can&#039;t read ancient Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hesiod. (2008). &#039;&#039;Theogony and Works and Days (West, M. L., Trans.)&#039;&#039;. Oxford World&#039;s Classics.&lt;br /&gt;
&lt;br /&gt;
Trzaskoma, S. M., &amp;amp; Smith, R. S. (2012). &#039;&#039;Apollodorus&#039; Library and Hyginus&#039; Fabulae: Two Handbooks of Greek Mythology&#039;&#039;. Hackett Classics.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Iliad (Smith-Stanley, E., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Odyssey (Pope, A., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Virgil. (2019). &#039;&#039;The Aeneid (Dryden, J. &amp;amp; Fitzgerald, R., Trans.)&#039;&#039;. Grapevine.&lt;br /&gt;
&lt;br /&gt;
Ovid. (2023). &#039;&#039;The Complete Works of Ovid. Illustrated: Metamorphoses, Amours, Heroides, To Art of Love, Love&#039;s Cure and others (Marlowe, C., et al., Trans.)&#039;&#039;. Strelbytskyy Multimedia Publishing.&lt;br /&gt;
&lt;br /&gt;
Grimal, P. (1986). &#039;&#039;The Dictionary of Classical Mythology (Maxwell-Hyslop, A. R., Trans.)&#039;&#039;. Blackwell Reference.&lt;br /&gt;
&lt;br /&gt;
== Originals ==&lt;br /&gt;
The originals in the list below were provided for context. The years are estimates and there aren&#039;t publishers for them. In fact, in some cases there was literally only one copy and it was destroyed at some point and then plater patched back together as well as possible by scholars.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Theogony.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Works and Days.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Apollodorus. (~150 AD). &#039;&#039;The Library.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hyginus. (~150 AD). &#039;&#039;Fabulae.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~750 BC). &#039;&#039;The Iliad.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~720 BC). &#039;&#039;The Odyssey.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Virgil. (~19 BC). &#039;&#039;The Aeneid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ovid. (~8 AD). &#039;&#039;The Metamorphoses.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=332</id>
		<title>Bibliography</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=332"/>
		<updated>2026-07-10T01:03:02Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Modern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been doing a lot of reading of Greek Mythology and similar or related material as research for this project. None of the story for Fracterebus is directly from Greek Mythology but the characters and how they are related to each other and what they are known for was used.&lt;br /&gt;
&lt;br /&gt;
== Modern ==&lt;br /&gt;
These are the modern books I have used for reference or as translations of the originals because I can&#039;t read ancient Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hesiod. (2008). &#039;&#039;Theogony and Works and Days (West, M. L., Trans.)&#039;&#039;. Oxford World&#039;s Classics.&lt;br /&gt;
&lt;br /&gt;
Trzaskoma, S. M., &amp;amp; Smith, R. S. (2012). &#039;&#039;Apollodorus&#039; Library and Hyginus&#039; Fabulae: Two Handbooks of Greek Mythology&#039;&#039;. Hackett Classics.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Iliad (Smith-Stanley, E., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Odyssey (Pope, A., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Virgil. (2019). &#039;&#039;The Aeneid (Dryden, J. &amp;amp; Fitzgerald, R., Trans.)&#039;&#039;. Grapevine.&lt;br /&gt;
&lt;br /&gt;
Ovid. (2023). &#039;&#039;The Complete Works of Ovid. Illustrated: Metamorphoses, Amours, Heroides, To Art of Love, Love&#039;s Cure and others (Marlowe, C., Trans.)&#039;&#039;. Strelbytskyy Multimedia Publishing.&lt;br /&gt;
&lt;br /&gt;
Grimal, P. (1986). &#039;&#039;The Dictionary of Classical Mythology (Maxwell-Hyslop, A. R., Trans.)&#039;&#039;. Blackwell Reference.&lt;br /&gt;
&lt;br /&gt;
== Originals ==&lt;br /&gt;
The originals in the list below were provided for context. The years are estimates and there aren&#039;t publishers for them. In fact, in some cases there was literally only one copy and it was destroyed at some point and then plater patched back together as well as possible by scholars.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Theogony.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Works and Days.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Apollodorus. (~150 AD). &#039;&#039;The Library.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hyginus. (~150 AD). &#039;&#039;Fabulae.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~750 BC). &#039;&#039;The Iliad.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~720 BC). &#039;&#039;The Odyssey.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Virgil. (~19 BC). &#039;&#039;The Aeneid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ovid. (~8 AD). &#039;&#039;The Metamorphoses.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=331</id>
		<title>Bibliography</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=331"/>
		<updated>2026-07-10T01:02:50Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Originals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been doing a lot of reading of Greek Mythology and similar or related material as research for this project. None of the story for Fracterebus is directly from Greek Mythology but the characters and how they are related to each other and what they are known for was used.&lt;br /&gt;
&lt;br /&gt;
== Modern ==&lt;br /&gt;
These are the modern books I have used for reference or as translations of the originals because I can&#039;t read ancient Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (2008). &#039;&#039;Theogony and Works and Days (West, M. L., Trans.)&#039;&#039;. Oxford World&#039;s Classics.&lt;br /&gt;
&lt;br /&gt;
Trzaskoma, S. M., &amp;amp; Smith, R. S. (2012). &#039;&#039;Apollodorus&#039; Library and Hyginus&#039; Fabulae: Two Handbooks of Greek Mythology&#039;&#039;. Hackett Classics.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Iliad (Smith-Stanley, E., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Odyssey (Pope, A., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Virgil. (2019). &#039;&#039;The Aeneid (Dryden, J. &amp;amp; Fitzgerald, R., Trans.)&#039;&#039;. Grapevine.&lt;br /&gt;
&lt;br /&gt;
Ovid. (2023). &#039;&#039;The Complete Works of Ovid. Illustrated: Metamorphoses, Amours, Heroides, To Art of Love, Love&#039;s Cure and others (Marlowe, C., Trans.)&#039;&#039;. Strelbytskyy Multimedia Publishing.&lt;br /&gt;
&lt;br /&gt;
Grimal, P. (1986). &#039;&#039;The Dictionary of Classical Mythology (Maxwell-Hyslop, A. R., Trans.)&#039;&#039;. Blackwell Reference.&lt;br /&gt;
&lt;br /&gt;
== Originals ==&lt;br /&gt;
The originals in the list below were provided for context. The years are estimates and there aren&#039;t publishers for them. In fact, in some cases there was literally only one copy and it was destroyed at some point and then plater patched back together as well as possible by scholars.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Theogony.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Works and Days.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Apollodorus. (~150 AD). &#039;&#039;The Library.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hyginus. (~150 AD). &#039;&#039;Fabulae.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~750 BC). &#039;&#039;The Iliad.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~720 BC). &#039;&#039;The Odyssey.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Virgil. (~19 BC). &#039;&#039;The Aeneid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ovid. (~8 AD). &#039;&#039;The Metamorphoses.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=330</id>
		<title>Bibliography</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=330"/>
		<updated>2026-07-10T00:52:24Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Modern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been doing a lot of reading of Greek Mythology and similar or related material as research for this project. None of the story for Fracterebus is directly from Greek Mythology but the characters and how they are related to each other and what they are known for was used.&lt;br /&gt;
&lt;br /&gt;
== Modern ==&lt;br /&gt;
These are the modern books I have used for reference or as translations of the originals because I can&#039;t read ancient Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (2008). &#039;&#039;Theogony and Works and Days (West, M. L., Trans.)&#039;&#039;. Oxford World&#039;s Classics.&lt;br /&gt;
&lt;br /&gt;
Trzaskoma, S. M., &amp;amp; Smith, R. S. (2012). &#039;&#039;Apollodorus&#039; Library and Hyginus&#039; Fabulae: Two Handbooks of Greek Mythology&#039;&#039;. Hackett Classics.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Iliad (Smith-Stanley, E., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Odyssey (Pope, A., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Virgil. (2019). &#039;&#039;The Aeneid (Dryden, J. &amp;amp; Fitzgerald, R., Trans.)&#039;&#039;. Grapevine.&lt;br /&gt;
&lt;br /&gt;
Ovid. (2023). &#039;&#039;The Complete Works of Ovid. Illustrated: Metamorphoses, Amours, Heroides, To Art of Love, Love&#039;s Cure and others (Marlowe, C., Trans.)&#039;&#039;. Strelbytskyy Multimedia Publishing.&lt;br /&gt;
&lt;br /&gt;
Grimal, P. (1986). &#039;&#039;The Dictionary of Classical Mythology (Maxwell-Hyslop, A. R., Trans.)&#039;&#039;. Blackwell Reference.&lt;br /&gt;
&lt;br /&gt;
== Originals ==&lt;br /&gt;
The originals in the list below were provided for context. The years are estimates and there aren&#039;t publishers for them. In fact, in some cases there was literally one copy that was destroyed and then patched back together as well as possible.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Theogony.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Works and Days.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Apollodorus. (~150 AD). &#039;&#039;The Library.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hyginus. (~150 AD). &#039;&#039;Fabulae.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~750 BC). &#039;&#039;The Iliad.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~720 BC). &#039;&#039;The Odyssey.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Virgil. (~19 BC). &#039;&#039;The Aeneid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ovid. (~8 AD). &#039;&#039;The Metamorphoses.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=329</id>
		<title>Bibliography</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=329"/>
		<updated>2026-07-10T00:49:20Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been doing a lot of reading of Greek Mythology and similar or related material as research for this project. None of the story for Fracterebus is directly from Greek Mythology but the characters and how they are related to each other and what they are known for was used.&lt;br /&gt;
&lt;br /&gt;
== Modern ==&lt;br /&gt;
These are the modern books I use for reference or as translations of the originals because I can&#039;t read ancient Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (2008). &#039;&#039;Theogony and Works and Days (West, M. L., Trans.)&#039;&#039;. Oxford World&#039;s Classics.&lt;br /&gt;
&lt;br /&gt;
Trzaskoma, S. M., &amp;amp; Smith, R. S. (2012). &#039;&#039;Apollodorus&#039; Library and Hyginus&#039; Fabulae: Two Handbooks of Greek Mythology&#039;&#039;. Hackett Classics.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Iliad (Smith-Stanley, E., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Odyssey (Pope, A., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Virgil. (2019). &#039;&#039;The Aeneid (Dryden, J. &amp;amp; Fitzgerald, R., Trans.)&#039;&#039;. Grapevine.&lt;br /&gt;
&lt;br /&gt;
Ovid. (2023). &#039;&#039;The Complete Works of Ovid. Illustrated: Metamorphoses, Amours, Heroides, To Art of Love, Love&#039;s Cure and others (Marlowe, C., Trans.)&#039;&#039;. Strelbytskyy Multimedia Publishing.&lt;br /&gt;
&lt;br /&gt;
Grimal, P. (1986). &#039;&#039;The Dictionary of Classical Mythology (Maxwell-Hyslop, A. R., Trans.)&#039;&#039;. Blackwell Reference.&lt;br /&gt;
&lt;br /&gt;
== Originals ==&lt;br /&gt;
The originals in the list below were provided for context. The years are estimates and there aren&#039;t publishers for them. In fact, in some cases there was literally one copy that was destroyed and then patched back together as well as possible.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Theogony.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Works and Days.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Apollodorus. (~150 AD). &#039;&#039;The Library.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hyginus. (~150 AD). &#039;&#039;Fabulae.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~750 BC). &#039;&#039;The Iliad.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~720 BC). &#039;&#039;The Odyssey.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Virgil. (~19 BC). &#039;&#039;The Aeneid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ovid. (~8 AD). &#039;&#039;The Metamorphoses.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=328</id>
		<title>Bibliography</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=328"/>
		<updated>2026-07-10T00:42:09Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Originals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been doing a lot of reading of Greek Mythology and similar or related material as research for this project. None of the story for Fracterebus is directly from Greek Mythology but the characters and how they are related to each other and what they are known for was used.&lt;br /&gt;
&lt;br /&gt;
== Modern ==&lt;br /&gt;
These are the modern books I use for reference or as translations of the originals because I can&#039;t read ancient Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (2008). &#039;&#039;Theogony and Works and Days (West, M. L., Trans.)&#039;&#039;. Oxford World&#039;s Classics.&lt;br /&gt;
&lt;br /&gt;
Trzaskoma, S. M., &amp;amp; Smith, R. S. (2012). &#039;&#039;Apollodorus&#039; Library and Hyginus&#039; Fabulae: Two Handbooks of Greek Mythology&#039;&#039;. Hackett Classics.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Iliad (Smith-Stanley, E., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Odyssey (Pope, A., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Grimal, P. (1986). &#039;&#039;The Dictionary of Classical Mythology (Maxwell-Hyslop, A. R., Trans.)&#039;&#039;. Blackwell Reference.&lt;br /&gt;
&lt;br /&gt;
Dryden, J. &amp;amp; Fitzgerald, R. (2019). &#039;&#039;The Aeneid&#039;&#039;. Grapevine.&lt;br /&gt;
&lt;br /&gt;
== Originals ==&lt;br /&gt;
The originals in the list below were provided for context. The years are estimates and there aren&#039;t publishers for them. In fact, in some cases there was literally one copy that was destroyed and then patched back together as well as possible.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Theogony.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Works and Days.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Apollodorus. (~150 AD). &#039;&#039;The Library.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hyginus. (~150 AD). &#039;&#039;Fabulae.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~750 BC). &#039;&#039;The Iliad.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~720 BC). &#039;&#039;The Odyssey.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Virgil. (~19 BC). &#039;&#039;The Aeneid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ovid. (~8 AD). &#039;&#039;The Metamorphoses.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=327</id>
		<title>Bibliography</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=327"/>
		<updated>2026-07-10T00:39:21Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been doing a lot of reading of Greek Mythology and similar or related material as research for this project. None of the story for Fracterebus is directly from Greek Mythology but the characters and how they are related to each other and what they are known for was used.&lt;br /&gt;
&lt;br /&gt;
== Modern ==&lt;br /&gt;
These are the modern books I use for reference or as translations of the originals because I can&#039;t read ancient Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (2008). &#039;&#039;Theogony and Works and Days (West, M. L., Trans.)&#039;&#039;. Oxford World&#039;s Classics.&lt;br /&gt;
&lt;br /&gt;
Trzaskoma, S. M., &amp;amp; Smith, R. S. (2012). &#039;&#039;Apollodorus&#039; Library and Hyginus&#039; Fabulae: Two Handbooks of Greek Mythology&#039;&#039;. Hackett Classics.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Iliad (Smith-Stanley, E., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Odyssey (Pope, A., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Grimal, P. (1986). &#039;&#039;The Dictionary of Classical Mythology (Maxwell-Hyslop, A. R., Trans.)&#039;&#039;. Blackwell Reference.&lt;br /&gt;
&lt;br /&gt;
Dryden, J. &amp;amp; Fitzgerald, R. (2019). &#039;&#039;The Aeneid&#039;&#039;. Grapevine.&lt;br /&gt;
&lt;br /&gt;
== Originals ==&lt;br /&gt;
The originals in the list below were provided for context. The years are estimates and there aren&#039;t publishers for them. In fact, in some cases there was literally one copy that was destroyed and then patched back together as well as possible.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Theogony.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Works and Days.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Apollodorus. (~150 AD). &#039;&#039;The Library.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hyginus. (~150 AD). &#039;&#039;Fabulae.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~750 BC). &#039;&#039;The Iliad.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~720 BC). &#039;&#039;The Odyssey.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Virgil. (~19 BC). &#039;&#039;The Aeneid.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=326</id>
		<title>Bibliography</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=326"/>
		<updated>2026-07-10T00:10:36Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Modern */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been doing a lot of reading of Greek Mythology and similar or related material as research for this project. None of the story for Fracterebus is directly from Greek Mythology but the characters and how they are related to each other and what they are known for was used.&lt;br /&gt;
&lt;br /&gt;
== Modern ==&lt;br /&gt;
These are the modern books I use for reference or as translations of the originals because I can&#039;t read ancient Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (2008). &#039;&#039;Theogony and Works and Days (West, M. L., Trans.)&#039;&#039;. Oxford World&#039;s Classics.&lt;br /&gt;
&lt;br /&gt;
Trzaskoma, S. M., &amp;amp; Smith, R. S. (2012). &#039;&#039;Apollodorus&#039; Library and Hyginus&#039; Fabulae: Two Handbooks of Greek Mythology&#039;&#039;. Hackett Classics.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Iliad (Smith-Stanley, E., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Odyssey (Pope, A., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Grimal, P. (1986) &#039;&#039;The Dictionary of Classical Mythology (Maxwell-Hyslop, A. R., Trans.)&#039;&#039;. Blackwell Reference.&lt;br /&gt;
&lt;br /&gt;
== Originals ==&lt;br /&gt;
The originals in the list below were provided for context. The years are estimates and there aren&#039;t publishers for them. In fact, in some cases there was literally one copy that was destroyed and then patched back together as well as possible.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Theogony.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Works and Days.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Apollodorus. (~150 AD). &#039;&#039;The Library.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hyginus. (~150 AD). &#039;&#039;Fabulae.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~750 BC). &#039;&#039;The Iliad.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~720 BC). &#039;&#039;The Odyssey.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=325</id>
		<title>Bibliography</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=325"/>
		<updated>2026-07-10T00:08:50Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Modern Translations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been doing a lot of reading of Greek Mythology and similar or related material as research for this project. None of the story for Fracterebus is directly from Greek Mythology but the characters and how they are related to each other and what they are known for was used.&lt;br /&gt;
&lt;br /&gt;
== Modern ==&lt;br /&gt;
These are the modern books I use for reference or as translations of the originals because I can&#039;t read ancient Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
Grimal, P. (1986) &#039;&#039;The Dictionary of Classical Mythology (Maxwell-Hyslop, A. R., Trans.)&#039;&#039;. Blackwell Reference.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (2008). &#039;&#039;Theogony and Works and Days (West, M. L., Trans.)&#039;&#039;. Oxford World&#039;s Classics.&lt;br /&gt;
&lt;br /&gt;
Trzaskoma, S. M., &amp;amp; Smith, R. S. (2012). &#039;&#039;Apollodorus&#039; Library and Hyginus&#039; Fabulae: Two Handbooks of Greek Mythology&#039;&#039;. Hackett Classics.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Iliad (Smith-Stanley, E., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Odyssey (Pope, A., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
== Originals ==&lt;br /&gt;
The originals in the list below were provided for context. The years are estimates and there aren&#039;t publishers for them. In fact, in some cases there was literally one copy that was destroyed and then patched back together as well as possible.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Theogony.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Works and Days.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Apollodorus. (~150 AD). &#039;&#039;The Library.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hyginus. (~150 AD). &#039;&#039;Fabulae.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~750 BC). &#039;&#039;The Iliad.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~720 BC). &#039;&#039;The Odyssey.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Cheat_Flag&amp;diff=324</id>
		<title>Cheat Flag</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Cheat_Flag&amp;diff=324"/>
		<updated>2026-06-17T17:41:07Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The cheat flag is an indicator that the run might was performed using non-standard options. It can&#039;t catch everything because there is no useful way to know if the game itself or its core configuration was modified. It&#039;s only intended to try to make it a bit more obvious that something might be different.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the Cheat Flag isn&#039;t always a mark of shame. It is shown in the summary screen for the verify code when it applies, but there may be entire categories of play created by the players of the game that require certain adjustments that are only possible through the command line.&lt;br /&gt;
&lt;br /&gt;
This bit is turned on if the game was started using command line parameters that meaningfully alter the game. Most command line parameters result in changes to configuration, access to the debug console, inclusion of plugins, or other similar things that change how the game plays or how it generates worlds. The debug console isn&#039;t available unless the game is started using a command line parameter to enable it, so it is assumed that enabling it will result in it being used, regardless of whether it actually is.&lt;br /&gt;
&lt;br /&gt;
This information is part of the [[Verify Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Verify_Code&amp;diff=323</id>
		<title>Verify Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Verify_Code&amp;diff=323"/>
		<updated>2026-06-17T17:32:46Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The verify code is a code produced by the game that reflects the results of beating the game. It includes which [[Seed Code]] was used to create the world, and some stats about your run through it. The code is made up of 132-bits of information, but is shared using a 22-character [[Base64]] code. The exact layout of bits in the verify code aren&#039;t intended to be public information in the hope that it will reduce cheating, even if it is just intended to be between friends.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Seed Code]]||The seed code used to generate this world.&lt;br /&gt;
|-&lt;br /&gt;
|[[Play Time]]||How long it took you to beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|[[Item Percent]]||What percentage of items you collected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Explore Percent]]||What percentage of the map you explored.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheat Flag]]||This bit is turned on if the game was started using any command line parameters.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Explore_Percent&amp;diff=322</id>
		<title>Explore Percent</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Explore_Percent&amp;diff=322"/>
		<updated>2026-06-17T17:32:27Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When the world is generated it is made up of rooms that are in turn made up of screens. The number of screens worth of map that exist can vary wildly depending on the settings used to generate the world. The explore percent represents how many screens of the map have been visited by the player out of how many existed in the world.&lt;br /&gt;
&lt;br /&gt;
 ExplorePercent = ScreensVisited / ScreensInTheMap * 100&lt;br /&gt;
&lt;br /&gt;
This information is part of the [[Verify Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Item_Percent&amp;diff=321</id>
		<title>Item Percent</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Item_Percent&amp;diff=321"/>
		<updated>2026-06-17T17:29:37Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When the world is generated upgrade items are placed in it for the player to find. The item percent represents how many items you found out of how many existed in the world.&lt;br /&gt;
&lt;br /&gt;
 ItemPercent = ItemsCollected / ItemsPlaced * 100&lt;br /&gt;
&lt;br /&gt;
This information is part of the [[Verify Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Main_Page&amp;diff=320</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Main_Page&amp;diff=320"/>
		<updated>2026-06-17T17:27:13Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Some interesting topics:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Seed Code]] - What&#039;s in a Seed Code and how do they work?&lt;br /&gt;
* [[Verify Code]] - A code for sharing how you did on a run through the game.&lt;br /&gt;
* [[Design]] - The high level design of the game.&lt;br /&gt;
* [[Generators]] - How the world is created.&lt;br /&gt;
* [[Keys and Locks]] - How objectives are determined.&lt;br /&gt;
* [[Map Icons]] - Legend of icons used on the map.&lt;br /&gt;
* [[Trophies]] - Stuff you get credit for while playing.&lt;br /&gt;
* [[Beat the Game]] - What happens at the end.&lt;br /&gt;
* [[Glossary]] - For words or acronyms you don&#039;t recognize.&lt;br /&gt;
* [[Bibliography]] - Greek mythology research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Want to make your own game?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Check out the [[Development Tools]] I used.&lt;br /&gt;
* Ready to run your own company? Look at the [[Business Tools]] I use.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=319</id>
		<title>Bibliography</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=319"/>
		<updated>2026-06-17T17:25:47Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been doing a lot of reading of Greek Mythology and similar or related material as research for this project. None of the story for Fracterebus is directly from Greek Mythology but the characters and how they are related to each other and what they are known for was used.&lt;br /&gt;
&lt;br /&gt;
== Modern Translations ==&lt;br /&gt;
These are the versions I read because I can&#039;t read ancient Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (2008). &#039;&#039;Theogony and Works and Days (West, M. L., Trans.)&#039;&#039;. Oxford World&#039;s Classics.&lt;br /&gt;
&lt;br /&gt;
Trzaskoma, S. M., &amp;amp; Smith, R. S. (2012). &#039;&#039;Apollodorus&#039; Library and Hyginus&#039; Fabulae: Two Handbooks of Greek Mythology&#039;&#039;. Hackett Classics.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Iliad (Smith-Stanley, E., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Odyssey (Pope, A., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
== Originals ==&lt;br /&gt;
The originals in the list below were provided for context. The years are estimates and there aren&#039;t publishers for them. In fact, in some cases there was literally one copy that was destroyed and then patched back together as well as possible.&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Theogony.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Works and Days.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Apollodorus. (~150 AD). &#039;&#039;The Library.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hyginus. (~150 AD). &#039;&#039;Fabulae.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~750 BC). &#039;&#039;The Iliad.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~720 BC). &#039;&#039;The Odyssey.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=318</id>
		<title>Bibliography</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Bibliography&amp;diff=318"/>
		<updated>2026-06-17T17:21:42Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;ve been doing a lot of reading of Greek Mythology and similar or related material as research for this project. None of the story for Fracterebus is directly from Greek Mythology but the characters and how they are related to each other and what they are known for was used. I read the modern translations for the titles below because I don&#039;t read ancient Greek or Latin. The originals in the list below were provided for context.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modern Translations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (2008). &#039;&#039;Theogony and Works and Days (West, M. L., Trans.)&#039;&#039;. Oxford World&#039;s Classics.&lt;br /&gt;
&lt;br /&gt;
Trzaskoma, S. M., &amp;amp; Smith, R. S. (2012). &#039;&#039;Apollodorus&#039; Library and Hyginus&#039; Fabulae: Two Handbooks of Greek Mythology&#039;&#039;. Hackett Classics.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Iliad (Smith-Stanley, E., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
Homer. (2017). &#039;&#039;The Odyssey (Pope, A., Trans.)&#039;&#039;. AmazonClassics Edition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Originals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Theogony.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hesiod. (~700 BC). &#039;&#039;Works and Days.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Apollodorus. (~150 AD). &#039;&#039;The Library.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hyginus. (~150 AD). &#039;&#039;Fabulae.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~750 BC). &#039;&#039;The Iliad.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Homer. (~720 BC). &#039;&#039;The Odyssey.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Cheat_Flag&amp;diff=317</id>
		<title>Cheat Flag</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Cheat_Flag&amp;diff=317"/>
		<updated>2026-06-17T15:18:27Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;This information is part of the Verify Code.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This information is part of the [[Verify Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Explore_Percent&amp;diff=316</id>
		<title>Explore Percent</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Explore_Percent&amp;diff=316"/>
		<updated>2026-06-17T15:18:20Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;This information is part of the Verify Code.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This information is part of the [[Verify Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Item_Percent&amp;diff=315</id>
		<title>Item Percent</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Item_Percent&amp;diff=315"/>
		<updated>2026-06-17T15:18:12Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;This information is part of the Verify Code.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This information is part of the [[Verify Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Play_Time&amp;diff=314</id>
		<title>Play Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Play_Time&amp;diff=314"/>
		<updated>2026-06-17T15:17:48Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Timers in the game are tracked to ridiculous levels of accuracy. When the game is over, it shows you how long it took on the summary screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Timer Details&lt;br /&gt;
!Type!!Resolution!!Max Duration!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Under the Hood||0.0000001 second||~29,227 years||Times are tracked to very high resolution, even if not shown to the user this way.&lt;br /&gt;
|-&lt;br /&gt;
|Verify Code||0.001 second||~298 hours||Timer resolution is reduced for storage in the verify code.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Display ==&lt;br /&gt;
There are two places play time can appear in the game. The first is the summary screen that is shown after beating the game. This one shows you the amount of time you took, accurate to milliseconds, regardless of how many hours of play were involved (because I&#039;m pretty sure you won&#039;t manage to play it for over 29,000 years). The second place is the verify code screen that shows you the details from the verify code that was entered. It shows you the amount of time you took, also accurate to milliseconds, up to roughly 298 hours. Since the game is expected to take a typical user somewhere in the range of 2 to 10 hours to complete, the 298 hour limit shouldn&#039;t really come up. If a playthrough of the game somehow takes over the max duration that can be represented in a verify code, the verify code summary will simply show the time as dashes to indicate the game was completed in a time that was too long to track.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timings are shown as:&#039;&#039;&#039;&lt;br /&gt;
 HH:MM:SS.mmm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where:&#039;&#039;&#039;&lt;br /&gt;
* HH is hours&lt;br /&gt;
* MM is minutes&lt;br /&gt;
* SS is seconds&lt;br /&gt;
* mmm is milliseconds&lt;br /&gt;
&lt;br /&gt;
This information is part of the [[Verify Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Play_Time&amp;diff=313</id>
		<title>Play Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Play_Time&amp;diff=313"/>
		<updated>2026-06-16T20:58:07Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Timers in the game are tracked to ridiculous levels of accuracy. When the game is over, how long it took you is shown on the summary screen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Timer Details&lt;br /&gt;
!Type!!Resolution!!Max Duration!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Under the Hood||0.0000001 second||~29,227 years||Times are tracked to very high resolution, even if not shown to the user this way.&lt;br /&gt;
|-&lt;br /&gt;
|Verify Code||0.001 second||~298 hours||Timer resolution is reduced for storage in the verify code.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Display ==&lt;br /&gt;
Regardless of where the timing information came from, they are never shown with finer resolution than milliseconds. If a playthrough of the game takes over the max duration that can be represented in a verify code, the summary will simply show the time as dashes to indicate the game was completed in a time that was too long to track. The summary page will still show the full duration in hours up to the maximum in-game duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timings are shown as:&#039;&#039;&#039;&lt;br /&gt;
 HH:MM:SS.mmm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where:&#039;&#039;&#039;&lt;br /&gt;
* HH is hours&lt;br /&gt;
* MM is minutes&lt;br /&gt;
* SS is seconds&lt;br /&gt;
* mmm is milliseconds&lt;br /&gt;
&lt;br /&gt;
This information is part of the [[Verify Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Play_Time&amp;diff=312</id>
		<title>Play Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Play_Time&amp;diff=312"/>
		<updated>2026-06-16T20:56:13Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Display */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Timers in the game are tracked to ridiculous levels of accuracy. When the game is over, how long it took you is shown on the summary screen and is part of the [[Verify Code]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Timer Details&lt;br /&gt;
!Type!!Resolution!!Max Duration!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Under the Hood||0.0000001 second||~29,227 years||Times are tracked to very high resolution, even if not shown to the user this way.&lt;br /&gt;
|-&lt;br /&gt;
|Verify Code||0.001 second||~298 hours||Timer resolution is reduced for storage in the verify code.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Display ==&lt;br /&gt;
Regardless of where the timing information came from, they are never shown with finer resolution than milliseconds. If a playthrough of the game takes over the max duration that can be represented in a verify code, the summary will simply show the time as dashes to indicate the game was completed in a time that was too long to track. The summary page will still show the full duration in hours up to the maximum in-game duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timings are shown as:&#039;&#039;&#039;&lt;br /&gt;
 HH:MM:SS.mmm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where:&#039;&#039;&#039;&lt;br /&gt;
* HH is hours&lt;br /&gt;
* MM is minutes&lt;br /&gt;
* SS is seconds&lt;br /&gt;
* mmm is milliseconds&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Play_Time&amp;diff=311</id>
		<title>Play Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Play_Time&amp;diff=311"/>
		<updated>2026-06-16T20:54:59Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Timers in the game are tracked to ridiculous levels of accuracy. When the game is over, how long it took you is shown on the summary screen and is part of the [[Verify Code]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Timer Details&lt;br /&gt;
!Type!!Resolution!!Max Duration!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Under the Hood||0.0000001 second||~29,227 years||Times are tracked to very high resolution, even if not shown to the user this way.&lt;br /&gt;
|-&lt;br /&gt;
|Verify Code||0.001 second||~298 hours||Timer resolution is reduced for storage in the verify code.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Display ==&lt;br /&gt;
Regardless of where the timing information came from, they are never shown with more details than milliseconds. If a playthrough of the game takes over the max duration that can be represented in a verify code, the summary will simply show the time as dashes to indicate the game was completed in a time that was too long to track. The summary page will still show the full duration in hours up to the maximum in-game duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timings are shown as:&#039;&#039;&#039;&lt;br /&gt;
 HH:MM:SS.mmm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where:&#039;&#039;&#039;&lt;br /&gt;
* HH is hours&lt;br /&gt;
* MM is minutes&lt;br /&gt;
* SS is seconds&lt;br /&gt;
* mmm is milliseconds&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Play_Time&amp;diff=310</id>
		<title>Play Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Play_Time&amp;diff=310"/>
		<updated>2026-06-16T20:47:35Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Timers in the game are tracked to ridiculous levels of accuracy. When the game is over, how long it took you is shown and is part of the [[Verify Code]] but at a lower overall resolution.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Timer Details&lt;br /&gt;
!Type!!Resolution!!Max Duration&lt;br /&gt;
|-&lt;br /&gt;
|In-Game||0.0000001 second||~29,227 years&lt;br /&gt;
|-&lt;br /&gt;
|Verify Code||0.001 second||~298 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timings are shown as:&#039;&#039;&#039;&lt;br /&gt;
 HH:MM:SS.mmm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where:&#039;&#039;&#039;&lt;br /&gt;
* HH is hours&lt;br /&gt;
* MM is minutes&lt;br /&gt;
* SS is seconds&lt;br /&gt;
* mmm is milliseconds&lt;br /&gt;
&lt;br /&gt;
This is the case for all timings because in general most people won&#039;t care about higher accuracy than milliseconds.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Play_Time&amp;diff=309</id>
		<title>Play Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Play_Time&amp;diff=309"/>
		<updated>2026-06-16T20:47:19Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Timers =&lt;br /&gt;
Timers in the game are tracked to ridiculous levels of accuracy. When the game is over, how long it took you is shown and is part of the [[Verify Code]] but at a lower overall resolution.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Timer Details&lt;br /&gt;
!Type!!Resolution!!Max Duration&lt;br /&gt;
|-&lt;br /&gt;
|In-Game||0.0000001 second||~29,227 years&lt;br /&gt;
|-&lt;br /&gt;
|Verify Code||0.001 second||~298 hours&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timings are shown as:&#039;&#039;&#039;&lt;br /&gt;
 HH:MM:SS.mmm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where:&#039;&#039;&#039;&lt;br /&gt;
* HH is hours&lt;br /&gt;
* MM is minutes&lt;br /&gt;
* SS is seconds&lt;br /&gt;
* mmm is milliseconds&lt;br /&gt;
&lt;br /&gt;
This is the case for all timings because in general most people won&#039;t care about higher accuracy than milliseconds.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Play_Time&amp;diff=308</id>
		<title>Play Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Play_Time&amp;diff=308"/>
		<updated>2026-06-16T20:15:21Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;When the game is over, how long it took you is shown and is part of the Verify Code.  &amp;#039;&amp;#039;&amp;#039;The timings are shown as:&amp;#039;&amp;#039;&amp;#039;  HH:MM:SS.mmm  &amp;#039;&amp;#039;&amp;#039;Where:&amp;#039;&amp;#039;&amp;#039; * HH is hours * MM is minutes * SS is seconds * mmm is milliseconds&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When the game is over, how long it took you is shown and is part of the [[Verify Code]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The timings are shown as:&#039;&#039;&#039;&lt;br /&gt;
 HH:MM:SS.mmm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where:&#039;&#039;&#039;&lt;br /&gt;
* HH is hours&lt;br /&gt;
* MM is minutes&lt;br /&gt;
* SS is seconds&lt;br /&gt;
* mmm is milliseconds&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Verify_Code&amp;diff=307</id>
		<title>Verify Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Verify_Code&amp;diff=307"/>
		<updated>2026-06-16T20:13:27Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The verify code is a code produced by the game that reflects the results of beating the game. It includes which [[Seed Code]] was used to create the world, and some stats about your run through it. The code is made up of 132-bits of information, but is shared using a 22-character [[Base64]] code. The exact layout of bits in the verify code aren&#039;t intended to be public information in the hope that it will reduce cheating, even if it is just intended to be between friends.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Seed Code]]||The seed code used to generate this world.&lt;br /&gt;
|-&lt;br /&gt;
|[[Play Time]]||How long it took you to beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|[[Item Percent]]||What percentage of items you collected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Explore Percent]]||What percentage of the map you explored.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheat Flag]]||This bit is turned on if the game was started using any command line parameters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It should be noted that the Cheat Flag isn&#039;t always a mark of shame. It is shown in the summary screen for the verify code when it applies, but there may be entire categories of play created by the players of the game that require certain modifications.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Verify_Code&amp;diff=306</id>
		<title>Verify Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Verify_Code&amp;diff=306"/>
		<updated>2026-06-15T18:07:09Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The verify code is a code produced by the game that reflects the results of beating the game. It includes which [[Seed Code]] was used to create the world, and some stats about your run through it. The code is made up of 132-bits of information, but is shared using a 22-character [[Base64]] code. The exact layout of bits in the verify code aren&#039;t intended to be public information in the hope that it will reduce cheating.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Seed Code]]||The seed code used to generate this world.&lt;br /&gt;
|-&lt;br /&gt;
|[[Play Time]]||How long it took you to beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|[[Item Percent]]||What percentage of items you collected.&lt;br /&gt;
|-&lt;br /&gt;
|[[Explore Percent]]||What percentage of the map you explored.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cheat Flag]]||This bit is turned on if the game was started using any command line parameters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It should be noted that the Cheat Flag isn&#039;t always a mark of shame. It is shown in the summary screen for the verify code when it applies, but there may be entire categories of play created by the players of the game that require certain modifications.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
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