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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>
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	<updated>2026-04-09T23:46:03Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Easter_Eggs&amp;diff=195</id>
		<title>Easter Eggs</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Easter_Eggs&amp;diff=195"/>
		<updated>2026-03-27T02:17:25Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a ton of information and prior art to use as references and inspiration for Fracterebus. This also provides me with what I need to make amusing references to other things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE:&#039;&#039;&#039; This list contains spoilers for both the lore and possibly for earning trophies.&lt;br /&gt;
&lt;br /&gt;
; Golden Apple&lt;br /&gt;
: Eris wasn&#039;t invited to the wedding of Thetis (a Nereid) and Peleus (King of Phthia) out of fear she would cause problems. She crashed the party and threw in the golden Apple of Discord inscribed with &amp;quot;For the Fairest.&amp;quot; This resulted in a big argument about who was the fairest and eventually resulted in the Trojan War. This apple will appear on a platform somewhere in the world at random and can be knocked off of the platform when in cat form.&lt;br /&gt;
&lt;br /&gt;
; Save Game Code&lt;br /&gt;
: When saving your game in Fracterebus, there is code that scrolls by on the classic computer screen in the save room. This code is based on the 6502 assembly code that is used to produce and display the &amp;quot;pass word&amp;quot; code on the NES version of Metroid. This assembly code is executed in Metroid when you game over or quit by pressing Up + A on the player 2 controller. The code is from several places in the Metroid code, and is shown without addresses.&lt;br /&gt;
&lt;br /&gt;
; The galaxy is at peace&lt;br /&gt;
: This trophy name is taken out of the intro story of Super Metroid. Completion percentage in Super Metroid is based exclusively on item collection rate, thus this trophy is for completing the game having collected all of the upgrade items.&lt;br /&gt;
&lt;br /&gt;
; Miserable little pile of secrets&lt;br /&gt;
: This trophy name is taken out of the intro story of Castlevania: Symphony of the Night. Completion percentage in Castlevania: Symphony of the Night is based exclusively on map exploration, thus this trophy is for completing the game having visited every screen in the game.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=194</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=194"/>
		<updated>2026-03-26T21:01:34Z</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 and 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. Every single tool in this list is 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;
= Storefronts =&lt;br /&gt;
; [https://store.steampowered.com Steam] : The first target platform for Fracterebus is Windows PC through Steam. This choice was made because I am interested in the huge market it presents, and because exporting from Godot to Windows PC is built-in and straightforward. Steam also provides access to the growing Linux gaming community.&lt;br /&gt;
&lt;br /&gt;
; [https://store.playstation.com PlayStation] : As a longtime fan of Sony&#039;s PlayStation consoles, this is my preferred console system. I hope to port Fracterebus to PlayStation with the help of a 3rd Party porting company that specializes in Godot console ports or through the use of middleware.&lt;br /&gt;
&lt;br /&gt;
; [https://xbox.com XBOX] : This is Microsoft&#039;s storefront for their XBOX consoles.&lt;br /&gt;
&lt;br /&gt;
; [https://nintendo.com Nintendo] : This is Nintendo&#039;s storefront for their Switch consoles.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://mantisbt.org Mantis Bug Tracker] : A system for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. At the beginning of the project making tickets for everything proved to be more work than it was worth because I was constantly hopping between tasks and concepts. Later on in the project it was very helpful for keeping track of things I wanted to revisit. &lt;br /&gt;
&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://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;br /&gt;
&lt;br /&gt;
= Business =&lt;br /&gt;
; [https://www.legalzoom.com LegalZoom] : When it was time to create an actual company, I used LegalZoom to help set it up and to help manage the itchier parts of keeping the documentation up to date.&lt;br /&gt;
&lt;br /&gt;
; [https://www.gnucash.org GnuCash] : I keep track of the money side of the business (Pixel Refraction Studio LLC) with this software.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=193</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=193"/>
		<updated>2026-03-26T21:00:40Z</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 and 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. Every single tool in this list is 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;
= Storefronts =&lt;br /&gt;
; [https://store.steampowered.com Steam] : The first target platform for Fracterebus is Windows PC through Steam. This choice was made because I am interested in the huge market it presents, and because exporting from Godot to Windows PC is built-in and straightforward. Steam also provides access to the growing Linux gaming community.&lt;br /&gt;
&lt;br /&gt;
; [https://store.playstation.com PlayStation] : As a longtime fan of Sony&#039;s PlayStation consoles, this is my preferred console system. I hope to port Fracterebus to PlayStation with the help of a 3rd Party porting company that specializes in Godot console ports or through the use of middleware.&lt;br /&gt;
&lt;br /&gt;
; [https://xbox.com XBOX] : This is Microsoft&#039;s storefront for their XBOX consoles.&lt;br /&gt;
&lt;br /&gt;
; [https://nintendo.com Nintendo] : This is Nintendo&#039;s storefront for their Switch consoles.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://mantisbt.org Mantis Bug Tracker] : A system for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. At the beginning of the project making tickets for everything proved to be more work than it was worth because I was constantly hopping between tasks and concepts. Later on in the project it was very helpful for keeping track of things I wanted to revisit. &lt;br /&gt;
&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://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] : 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;br /&gt;
&lt;br /&gt;
= Business =&lt;br /&gt;
; [https://www.legalzoom.com LegalZoom] : When it was time to create an actual company, I used LegalZoom to help set it up and to help manage the itchier parts of keeping the documentation up to date.&lt;br /&gt;
&lt;br /&gt;
; [https://www.gnucash.org GnuCash] : I keep track of the money side of the business (Pixel Refraction Studio LLC) with this software.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=192</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=192"/>
		<updated>2026-03-23T13:28:13Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Core Upgrades */&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. &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]]||Jump||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. Also works when in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form.&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;
|[[Sprint]]||Run 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.&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 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. Consumes energy to use, will automatically stop if health drops below 100.&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.&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.&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. The attack upgrades shown here do not consume any form of ammo. These 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 given to you by the escape pod. You shoot stuff, it hurts stuff. This item does count as an upgrade because it can be skipped. Not having this upgrade does NOT effect the ability to use other gun upgrades.&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.&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;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered 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=Design&amp;diff=191</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=191"/>
		<updated>2026-03-23T13:27:33Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Core Upgrades */&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. &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;|120 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]]||Jump||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. Also works when in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form.&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;
|[[Sprint]]||Run 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.&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 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. Consumes energy to use, will automatically stop if health drops below 100.&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.&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.&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. The attack upgrades shown here do not consume any form of ammo. These 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 given to you by the escape pod. You shoot stuff, it hurts stuff. This item does count as an upgrade because it can be skipped. Not having this upgrade does NOT effect the ability to use other gun upgrades.&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.&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;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered 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=Design&amp;diff=190</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=190"/>
		<updated>2026-03-23T13:22:16Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Upgrades */&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||20||200||Increases the max number of big bombs you can drop before running out by 10. Can’t be used at all until you have at least one. &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;|120 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]]||Jump||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. Also works when in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form.&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;
|[[Sprint]]||Run 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.&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 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. Consumes energy to use, will automatically stop if health drops below 100.&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.&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.&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. The attack upgrades shown here do not consume any form of ammo. These 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 given to you by the escape pod. You shoot stuff, it hurts stuff. This item does count as an upgrade because it can be skipped. Not having this upgrade does NOT effect the ability to use other gun upgrades.&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.&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;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered 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=Design&amp;diff=189</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=189"/>
		<updated>2026-03-23T13:12:15Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Standard Gun Upgrades */&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||20||200||Increases the max number of big bombs you can drop before running out by 10. Can’t be used at all until you have at least one. &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;|120 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]]||Jump||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. Also works when in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab. Consumes energy to use, will automatically stop if health drops below 100. Usable in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form.&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;
|[[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;
|[[Sprint]]||Run 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.&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;|8 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. The attack upgrades shown here do not consume any form of ammo. These 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 given to you by the escape pod. You shoot stuff, it hurts stuff. This item does count as an upgrade because it can be skipped. Not having this upgrade does NOT effect the ability to use other gun upgrades.&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;
|[[Bombs]]||n/a||Allows the dropping of small bombs when in cat form. Like all of these weapon upgrades, they are unlimited ammo.&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.&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;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered 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=Design&amp;diff=188</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=188"/>
		<updated>2026-03-23T13:11:17Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Standard Gun Upgrades */&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||20||200||Increases the max number of big bombs you can drop before running out by 10. Can’t be used at all until you have at least one. &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;|120 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]]||Jump||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. Also works when in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab. Consumes energy to use, will automatically stop if health drops below 100. Usable in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form.&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;
|[[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;
|[[Sprint]]||Run 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.&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;|8 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. The attack upgrades shown here do not consume any form of ammo. These 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 given to you by the escape pod. You shoot stuff, it hurts stuff. This item does count as an upgrade because it can be skipped. Not having this upgrade does NOT effect the ability to use other gun upgrades.&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;
[[Bombs]]||n/a||Allows the dropping of small bombs when in cat form. Like all of these weapon upgrades, they are unlimited ammo.&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;
=== 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.&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;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered 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=Design&amp;diff=187</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=187"/>
		<updated>2026-03-23T12:55:46Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Movement */&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||20||200||Increases the max number of big bombs you can drop before running out by 10. Can’t be used at all until you have at least one. &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;|120 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]]||Jump||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. Also works when in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab. Consumes energy to use, will automatically stop if health drops below 100. Usable in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form.&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;
|[[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;
|[[Sprint]]||Run 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.&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;|8 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. The attack upgrades shown here do not consume any form of ammo. These 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 given to you by the escape pod. You shoot stuff, it hurts stuff. This item does count as an upgrade because it can be skipped. Not having this upgrade does NOT effect the ability to use other gun upgrades.&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;|6 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.&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;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered 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=Design&amp;diff=186</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=186"/>
		<updated>2026-03-23T12:55:12Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Movement */&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||20||200||Increases the max number of big bombs you can drop before running out by 10. Can’t be used at all until you have at least one. &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;|120 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;
|+ Suits&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]]||Jump||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. Also works when in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab. Consumes energy to use, will automatically stop if health drops below 100. Usable in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form.&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;
|[[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;
|[[Sprint]]||Run 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.&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;|8 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. The attack upgrades shown here do not consume any form of ammo. These 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 given to you by the escape pod. You shoot stuff, it hurts stuff. This item does count as an upgrade because it can be skipped. Not having this upgrade does NOT effect the ability to use other gun upgrades.&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;|6 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.&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;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered 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=Design&amp;diff=185</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=185"/>
		<updated>2026-03-23T12:54:47Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Movement */&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||20||200||Increases the max number of big bombs you can drop before running out by 10. Can’t be used at all until you have at least one. &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;|120 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;
|+ Suits&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]]||Jump||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. Also works when in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab. Consumes energy to use, will automatically stop if health drops below 100. Usable in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form.&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;
|[[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;
|[[Sprint]]||Run 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.&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;|9 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. The attack upgrades shown here do not consume any form of ammo. These 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 given to you by the escape pod. You shoot stuff, it hurts stuff. This item does count as an upgrade because it can be skipped. Not having this upgrade does NOT effect the ability to use other gun upgrades.&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;|6 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.&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;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered 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=Element_Quads&amp;diff=184</id>
		<title>Element Quads</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Element_Quads&amp;diff=184"/>
		<updated>2026-03-20T20:35:38Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Element Quads represent groups of four interrelated elements. The base elemental quad is always available, additional ones are enabled by the Element Quad bits in the [[Seed Code]].&lt;br /&gt;
&lt;br /&gt;
= Elemental Interactions =&lt;br /&gt;
Each element quad has four elements that are interrelated as shown in this graph:&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|center|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
= Pool of Elements =&lt;br /&gt;
* Base set cannot be disabled and are always in the pool of elements.&lt;br /&gt;
* Extra quads are placed in a pool of elements.&lt;br /&gt;
* Quads being available doesn&#039;t mean they will be used.&lt;br /&gt;
* Seed code biome count:&lt;br /&gt;
** Up to the biome count will be selected from the pool.&lt;br /&gt;
** If the biome count is larger than the number available in the pool, as many as possible will be used.&lt;br /&gt;
* If an element quad is provided by a DLC that is not owned, the player will be able to choose:&lt;br /&gt;
** To buy the DLC and proceed with generation.&lt;br /&gt;
** To not generate the world as configured.&lt;br /&gt;
&lt;br /&gt;
== Currently Available ==&lt;br /&gt;
The base set cannot be disabled. It is always included in the pool of elements that can be selected from when generating the world. Additional sets can be added by enabling them in the seed code.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Base:&#039;&#039;&#039; Fire, Ice, Electric, Water&lt;br /&gt;
* &#039;&#039;&#039;Extra 1:&#039;&#039;&#039; Light, Dark, Life, Death&lt;br /&gt;
* &#039;&#039;&#039;Extra 2:&#039;&#039;&#039; Earth, Air, Gravity, Void&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=Player_Skill&amp;diff=183</id>
		<title>Player Skill</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Player_Skill&amp;diff=183"/>
		<updated>2026-03-20T20:35:05Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a measure of the player skill. It allows the world to be generated with more flexible key and lock combinations. &lt;br /&gt;
&lt;br /&gt;
For example, in a situation where there is a heated room there are several ways to get through it. On normal skill it is assumed that you simply must have the heat protection suit and the world will be generated in a way that guarantees it is available without the need to pass through the heated room. In hard difficulty, the lock for the heated room may also allow a hell run to be required. Meaning that the room could be considered passable if a certain number of energy capsules are available instead of the heat suit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Player Skill&lt;br /&gt;
!Bits!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|00||Normal||Keys and Locks are set up in the &amp;quot;standard&amp;quot; way that doesn&#039;t require anything funky to get around the world.&lt;br /&gt;
|-&lt;br /&gt;
|01||Hard||Some situations have additional keys for the locks that allow traversal. These harder to do keys are in addition to the normal ones during generation. Both may be possible, but the hard way is an option.&lt;br /&gt;
|-&lt;br /&gt;
|10||Extreme||Many situations have several keys each providing very tricky traversal. These are in addition to normal ones and hard ones.&lt;br /&gt;
|-&lt;br /&gt;
|11||Insane||Many situations have several keys, and some no longer have the normal traversal keys at all. This is not for the faint of heart, and may get the player into situations that they cannot escape from. (Remember save reverting is an option as long as you haven&#039;t saved too many times in a place where you could be stuck.)&lt;br /&gt;
|}&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=Enemy_Configuration&amp;diff=182</id>
		<title>Enemy Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Enemy_Configuration&amp;diff=182"/>
		<updated>2026-03-20T20:34:13Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fracterebus enemies can be controlled by both quantity and difficulty.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Possible Quantities&lt;br /&gt;
!Bits!!Type!!!!Placement!!Spawners&lt;br /&gt;
|-&lt;br /&gt;
|00||Normal||||Normal||Normal Speed&lt;br /&gt;
|-&lt;br /&gt;
|01||Thin||||Fewer||Slower Speed&lt;br /&gt;
|-&lt;br /&gt;
|10||Thick||||More||Normal Speed&lt;br /&gt;
|-&lt;br /&gt;
|11||Extreme||||Even More||Faster Speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Possible Difficulties&lt;br /&gt;
!Bits!!Type!!!!Health!!Speed!!Shooting!!Projectiles&lt;br /&gt;
|-&lt;br /&gt;
|00||Normal||||Normal||Normal||Normal||Normal&lt;br /&gt;
|-&lt;br /&gt;
|01||Easy||||Less||Slower||Less||Slower&lt;br /&gt;
|-&lt;br /&gt;
|10||Hard||||Extra||Normal||Normal||Normal&lt;br /&gt;
|-&lt;br /&gt;
|11||Extreme||||Extra||Faster||More||Faster&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These fields are part of the [[Seed Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Biome_Configuration&amp;diff=181</id>
		<title>Biome Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Biome_Configuration&amp;diff=181"/>
		<updated>2026-03-20T20:33:34Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Biome is an area of the game that has a similar environmental/elemental theme.  Each biome is paired with another biome that is the opposite element.  The player&#039;s goal is to restore the elemental balance of the planet by defeating the bosses of each biome.  The configuration of biomes when generating a world are driven by which ones are available from [[DLCs]] and how many to use.  Beyond that, they can vary in size and how scrambled up they are.&lt;br /&gt;
&lt;br /&gt;
===Biome Count===&lt;br /&gt;
There is a math formula to convert between the number stored in the seed code and the number of biomes it represents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;biomeCount = ((codeValue + minPairs) * 2) + supportBiomes&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Math Variables&lt;br /&gt;
!Variable!!Description&lt;br /&gt;
|-&lt;br /&gt;
|biomeCount||The number of biomes that will be selected when generating the world.&lt;br /&gt;
|-&lt;br /&gt;
|codeValue||The count value from a seed code.&lt;br /&gt;
|-&lt;br /&gt;
|minPairs||The smallest number of pairs that are allowed.  (Set to 2.)&lt;br /&gt;
|-&lt;br /&gt;
|2||Because biomes are always paired.&lt;br /&gt;
|-&lt;br /&gt;
|supportBiomes||Add to the total for the support biomes.  (Set to 2, for common and ending areas.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, if the code has a count of 0, the world world will be generated with 6 biomes.  Keep in mind that you cannot select which biomes are used, you can only express how many will be used.&lt;br /&gt;
&lt;br /&gt;
===Biome Size===&lt;br /&gt;
The size of each biome, measured in rooms, controls how much exploring there is to do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Biome Size&lt;br /&gt;
!Bits!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|00||Normal||Biomes are a reasonable size for exploration.&lt;br /&gt;
|-&lt;br /&gt;
|01||Small||Smaller than normal biomes for a faster experience.&lt;br /&gt;
|-&lt;br /&gt;
|10||Large||Larger than normal biomes for more exploration.&lt;br /&gt;
|-&lt;br /&gt;
|11||Huge||Huge biomes that are uncomfortably sprawling for those that like that sort of thing.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Biome Cohesion===&lt;br /&gt;
The likelihood that each biome will be split into multiple pieces.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Biome Cohesion&lt;br /&gt;
!Bits!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|00||Monolith||Each biome is essentially one large piece.&lt;br /&gt;
|-&lt;br /&gt;
|01||Clustered||A small number of large clusters of rooms.&lt;br /&gt;
|-&lt;br /&gt;
|10||Disjoint||A large number of small clusters of rooms.&lt;br /&gt;
|-&lt;br /&gt;
|11||Chaotic||Each neighboring room could be from a different biome.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These fields are 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=180</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=180"/>
		<updated>2026-03-20T20:32:21Z</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||Yes||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=Save_Room_Configuration&amp;diff=179</id>
		<title>Save Room Configuration</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Save_Room_Configuration&amp;diff=179"/>
		<updated>2026-03-20T20:30:09Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fracterebus uses the classic save system used by most games in the Metroidvania genre. The player can save at any save room to create a checkpoint in case they die. Surviving the areas between them might be a bit tricky. These save rooms can be configured to behave in different ways.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Save Room Health Restore&lt;br /&gt;
!Bits!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|0||Not Restored||Saving doesn&#039;t restore health.&lt;br /&gt;
|-&lt;br /&gt;
|1||Restored||Saving restores health.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Save Room Ammo Restore&lt;br /&gt;
!Bits!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|0||Not Restored||Saving doesn&#039;t restore ammo.&lt;br /&gt;
|-&lt;br /&gt;
|1||Restored||Saving restores ammo.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These fields are part of the [[Seed Code]].&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Tutorial_Area&amp;diff=178</id>
		<title>Tutorial Area</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Tutorial_Area&amp;diff=178"/>
		<updated>2026-03-20T20:26:44Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;At the beginning of the game there is an area that teaches the player how to do things.  For beginners this is helpful so they know the basics, but for advanced players that already know how to play it can be a bit annoying instead.  To account for this, the tutorial can be skipped during world generation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Tutorial&lt;br /&gt;
!Bit!!Description&lt;br /&gt;
|-&lt;br /&gt;
|0||Include the Tutorial Area&lt;br /&gt;
|-&lt;br /&gt;
|1||Skip the Tutorial Area&lt;br /&gt;
|}&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=RNG_Seed&amp;diff=177</id>
		<title>RNG Seed</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=RNG_Seed&amp;diff=177"/>
		<updated>2026-03-20T20:25:15Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;The world the player gets to explore in Fracterebus is randomly generated. This is done up front when you start a new world and is managed by layers and layers of algorithms. The random number generator seed value is taken from the seed code and used in a TinyMT32 random number generator.  This field is part of the Seed Code.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The world the player gets to explore in Fracterebus is randomly generated. This is done up front when you start a new world and is managed by layers and layers of algorithms. The random number generator seed value is taken from the seed code and used in a [[TinyMT32]] random number generator.&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=Seed_Code&amp;diff=176</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=176"/>
		<updated>2026-03-20T20:23:43Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing.  The code is made up of 60-bits of information, but is shared using a 12-character [[Base32]] code.  Some values affect world generation and others do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P&lt;br /&gt;
||-&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q1&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q2&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q3&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q4&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[RNG Seed|World Generation RNG Seed]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||38||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC||[[Biome Configuration|Biome Count]]||40||4||4&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||44||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||46||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||48||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||50||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P||[[Player Skill]]||52||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q#||[[Element Quads]]&lt;br /&gt;
* Q1: Light, Dark, Life, Death&lt;br /&gt;
* Q2: Earth, Air, Gravity, Void&lt;br /&gt;
||55||5||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 48 bits of entropy. That means the number of possible worlds is 281,474,976,710,656.&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Code_Version&amp;diff=174</id>
		<title>Code Version</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Code_Version&amp;diff=174"/>
		<updated>2026-03-20T20:20:20Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This represents the version of the code system itself.  By reading the version from the code, the system knows how the rest of the data in the code is laid out.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Code Version&lt;br /&gt;
!Bits!!Number!!Length!!Description&lt;br /&gt;
|-&lt;br /&gt;
|000||0||12||Original Version&lt;br /&gt;
|}&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=Seed_Code&amp;diff=173</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=173"/>
		<updated>2026-03-20T19:28:28Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing.  The code is made up of 60-bits of information, but is shared using a 12-character [[Base32]] code.  Some values affect world generation and others do not.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P&lt;br /&gt;
||-&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q1&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q2&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q3&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q4&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[World Generation|World Generation RNG Seed Value]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||38||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC||[[Biome Configuration|Biome Count]]||40||4||4&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||44||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||46||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||48||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||50||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P||[[Player Skill]]||52||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q#||[[Element Quads]]&lt;br /&gt;
* Q1: Light, Dark, Life, Death&lt;br /&gt;
* Q2: Earth, Air, Gravity, Void&lt;br /&gt;
||55||5||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 48 bits of entropy. That means the number of possible worlds is 281,474,976,710,656.&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Player_Skill&amp;diff=172</id>
		<title>Player Skill</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Player_Skill&amp;diff=172"/>
		<updated>2026-03-20T15:37:59Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;This is a measure of the player skill. It allows the world to be generated with more flexible key and lock combinations.   For example, in a situation where there is a heated room there are several ways to get through it. On normal skill it is assumed that you simply must have the heat protection suit and the world will be generated in a way that guarantees it is available without the need to pass through the heated room. In hard difficulty, the lock for the heated room...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a measure of the player skill. It allows the world to be generated with more flexible key and lock combinations. &lt;br /&gt;
&lt;br /&gt;
For example, in a situation where there is a heated room there are several ways to get through it. On normal skill it is assumed that you simply must have the heat protection suit and the world will be generated in a way that guarantees it is available without the need to pass through the heated room. In hard difficulty, the lock for the heated room may also allow a hell run to be required. Meaning that the room could be considered passable if a certain number of energy capsules are available instead of the heat suit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Player Skill&lt;br /&gt;
!Bits!!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|00||Normal||Keys and Locks are set up in the &amp;quot;standard&amp;quot; way that doesn&#039;t require anything funky to get around the world.&lt;br /&gt;
|-&lt;br /&gt;
|01||Hard||Some situations have additional keys for the locks that allow traversal. These harder to do keys are in addition to the normal ones during generation. Both may be possible, but the hard way is an option.&lt;br /&gt;
|-&lt;br /&gt;
|10||Extreme||Many situations have several keys each providing very tricky traversal. These are in addition to normal ones and hard ones.&lt;br /&gt;
|-&lt;br /&gt;
|11||Insane||Many situations have several keys, and some no longer have the normal traversal keys at all. This is not for the faint of heart, and may get the player into situations that they cannot escape from. (Remember save reverting is an option as long as you haven&#039;t saved too many times in a place where you could be stuck.)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=171</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=171"/>
		<updated>2026-03-20T15:25:39Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing.  The code is made up of 60-bits of information, but is shared using a 12-character [[Base32]] code.  Some values affect world generation and others do not. Currently there are 44-bits of entropy in a seed code. That means that it is currently possible to generate 17,592,186,044,416 (roughly 17.5 trillion) worlds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P&lt;br /&gt;
||-&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q1&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q2&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q3&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q4&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[World Generation|World Generation RNG Seed Value]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||38||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC||[[Biome Configuration|Biome Count]]||40||4||4&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||44||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||46||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||48||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||50||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P||[[Player Skill]]||52||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q#||[[Element Quads]]&lt;br /&gt;
* Q1: Light, Dark, Life, Death&lt;br /&gt;
* Q2: Earth, Air, Gravity, Void&lt;br /&gt;
||55||5||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 48 bits of entropy. That means the number of possible worlds is 281,474,976,710,656.&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=170</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=170"/>
		<updated>2026-03-20T15:20:48Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing.  The code is made up of 60-bits of information, but is shared using a 12-character [[Base32]] code.  Some values affect world generation and others do not.  Currently there are 44-bits of entropy in a seed code. That means that it is currently possible to generate 17,592,186,044,416 (roughly 17.5 trillion) worlds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P&lt;br /&gt;
||-&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q1&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q2&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q3&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q4&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[World Generation|World Generation RNG Seed Value]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||52||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC||[[Biome Configuration|Biome Count]]||38||4||4&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||42||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||44||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||46||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||48||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;player_skill&amp;quot; |P||[[Player Skill]]||50||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q#||[[Element Quads]]&lt;br /&gt;
* Q1: Light, Dark, Life, Death&lt;br /&gt;
* Q2: Earth, Air, Gravity, Void&lt;br /&gt;
||55||5||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 46 bits of entropy. That means the number of possible worlds is 70,368,744,177,664.&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=User:NerdOfEpic/code-bits.css&amp;diff=169</id>
		<title>User:NerdOfEpic/code-bits.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=User:NerdOfEpic/code-bits.css&amp;diff=169"/>
		<updated>2026-03-20T15:16:11Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.code_version { background-color: #9900FF; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.seed_value { background-color: #5AB84F; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.skip_tutorial { background-color: #6FA8DC; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.save_restore_health { background-color: #CC4444; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.save_restore_ammo { background-color: #4444CC; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.biome_count { background-color: #CC0099; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.biome_size { background-color: #FF8800; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.biome_cohesion { background-color: #888800; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.enemy_quantity { background-color: #992299; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.enemy_difficulty { background-color: #668822; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.player_skill { background-color: #666666; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.map_room_type { background-color: #D08888; color: #FFFFFF; text-align: center; }&lt;br /&gt;
.element_quad { background-color: #229999; color: #FFFFFF; text-align: center; }&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Generators&amp;diff=168</id>
		<title>Generators</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Generators&amp;diff=168"/>
		<updated>2026-03-17T21:14:21Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Keys / Locks =&lt;br /&gt;
Objective planning follows the key/lock pattern. This can mean literally keys and locks like &amp;quot;you need the red key to go through the door with the red lock,&amp;quot; but it also could mean &amp;quot;you need to have high jump boots to get up here.&amp;quot; Some logic needs to be used to prevent unbeatable worlds. For example, it would be an unbeatable situation to put the high jump boots after the ledge that is too high to get up to without the high jump boots. You&#039;d never be able to get to any part of the world past that point.&lt;br /&gt;
&lt;br /&gt;
== Objective Planning ==&lt;br /&gt;
The first thing that happens when generating the world is objective planning. This process builds an objective traversal graph structure that goes from the escape pod through all of the bosses while laying out all of the items. It also ensures items needed to progress are in the available somewhere in the graph before the lock that needs them. This helps to guarantee that worlds are generated that can be fully explored.&lt;br /&gt;
&lt;br /&gt;
= Map Parts =&lt;br /&gt;
The map is a nested structure of rooms made of screens built up of structures. The layout of the map takes into consideration the objective graph.&lt;br /&gt;
&lt;br /&gt;
== Rooms ==&lt;br /&gt;
A room is the smallest part of the world that can be loaded into the engine. Internally they are represented as a 2D array of screens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some tidbits about rooms:&#039;&#039;&#039;&lt;br /&gt;
* The space they contain is always bounded by a rectangle that has a position in the world.&lt;br /&gt;
* The space is always represented as a rectangle of screens, even not completely filled in.&lt;br /&gt;
* Null screens are allowed in the rectangle to indicate that a screen inside the room is not used.&lt;br /&gt;
* The room cannot represent multiple disconnected spaces, just make multiple rooms.&lt;br /&gt;
* The screens within the space of a room must touch all edges of the containing rectangle.&lt;br /&gt;
* Rooms are the level that represent a self contained space that is loadable by the game engine.&lt;br /&gt;
* A room can be as small as a single screen (1x1 array).&lt;br /&gt;
* There is no specific design limit on how many screens can be involved in a single room.&lt;br /&gt;
* Exits for the room are defined at the room level, but they are positioned based on the screens they contain.&lt;br /&gt;
&lt;br /&gt;
== Screens == &lt;br /&gt;
A screen is exactly what it sounds like, the amount of space that can be represented on a screenful of space. A room can be as small as a single screen that has only one exit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A screen represents:&#039;&#039;&#039;&lt;br /&gt;
* 640x360 pixels. Selected for easy integer scaling to most typical 16:9 screen resolutions.&lt;br /&gt;
* 32x18 tiles. Each tile is 20x20 pixels.&lt;br /&gt;
* A screen can have up to 4 exits, one per screen edge.&lt;br /&gt;
&lt;br /&gt;
== Structures == &lt;br /&gt;
Structures are parameterized chunks of &amp;quot;stuff&amp;quot; that go in a room. They include platforms, room edges, doors, statues, hazards, generators, and anything else that can be visually placed on a screen. The placement of structures is managed by room generators that need the structure in question.&lt;br /&gt;
&lt;br /&gt;
= Map Display =&lt;br /&gt;
While playing the game, the player can pull up the map at any time. This map system shows the known world in a way that allows a player to look around, figure out routes, and find places where missing items could be. Map information is updated when the player enters each screen the first time, by using map stations to reveal chunks of information all at once, and by opening doors or collecting items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the in-game map:&#039;&#039;&#039;&lt;br /&gt;
* Each in game tile (20x20 pixels) is represented as a single pixel (1x1) resulting in a 20:1 scaling factor.&lt;br /&gt;
* Each screen is part of the map grid and is represented as a rectangle of 32x18 pixels.&lt;br /&gt;
* Can be zoomed and panned to search and explore. &lt;br /&gt;
* There is no automatic routing system, figuring out where to go is part of the fun of exploration.&lt;br /&gt;
* The screen the player is currently in is highlighted on the map.&lt;br /&gt;
* In-world things like doors, upgrades, stations, and bosses are drawn over the map. &lt;br /&gt;
* Typically these symbols are larger than 1x1 pixel each, so they should be expected to obscure parts of the map.&lt;br /&gt;
&lt;br /&gt;
= Generators =&lt;br /&gt;
There is a procedural generation system that creates the world. It&#039;s made up of nested layers that have specific roles in the process.&lt;br /&gt;
&lt;br /&gt;
== World Generator ==&lt;br /&gt;
This is the top-level system that orchestrates the layout of the entire map. Essentially it manages the use of room generators, the placement of the rooms, and the interconnection of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This System:&#039;&#039;&#039;&lt;br /&gt;
* Owns the random number generator that provides the stream of random numbers used during generation. (It&#039;s passed down through other layers of generators.)&lt;br /&gt;
* Makes decisions based on the world configuration.&lt;br /&gt;
* Decides how room generators are used to fill in the map.&lt;br /&gt;
* Places upgrades and doors in the world.&lt;br /&gt;
* Owns item progression logic.&lt;br /&gt;
* Selects and assigns biomes to rooms.&lt;br /&gt;
* Is also the creator of multi-room constructs, for example boss rooms with nearby saves.&lt;br /&gt;
* Escape path router that is used to calculate the amount of time allowed for the escape.&lt;br /&gt;
&lt;br /&gt;
== Room Generators ==&lt;br /&gt;
Room generators are pieces of code that generate individual rooms. They have several parameters that are provided by the world generator that control what is generated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Room Generators receive parameters for:&#039;&#039;&#039;&lt;br /&gt;
* The size of the room to generate, in screens.&lt;br /&gt;
* Details about where doors have to be to in the room to satisfy requirements of the map as a whole.&lt;br /&gt;
* Item limiters that are allowed to be used. These are items that could have been collected by the time the player gets to this room and can be used to limit travel through the room that will be generated.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
There is a collection of room generators that is used to build the world. There are also [[Tutorial Generators]] that create the specific set of rooms used for the tutorial area if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generators produce rooms that have markers for:&#039;&#039;&#039;&lt;br /&gt;
* Enemy spawn points with difficulty flags.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of Room Generators&lt;br /&gt;
!Generator!!Extra Parameters!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Single-Screen||&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Empty&lt;br /&gt;
* Save&lt;br /&gt;
* Map&lt;br /&gt;
* Recharge (HP, Ammo, Spawner)&lt;br /&gt;
* Upgrade Item&lt;br /&gt;
&#039;&#039;&#039;Exit Direction(s)&#039;&#039;&#039;&lt;br /&gt;
||This room is always exactly 1x1 screen and has a single exit. It can be any of the various 1 screen types.&lt;br /&gt;
|-&lt;br /&gt;
|Travel||&#039;&#039;&#039;Layout&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Two-Way&lt;br /&gt;
* One-Way&lt;br /&gt;
* Gated&lt;br /&gt;
* Tube/Elevator&lt;br /&gt;
||This type of room is for travel across some distance. They always have 2 exits, one on each end. Some have something in them that makes them one-way or prevents travel at all until some criteria is met. Tubes suck you in immediately upon entering a door and elevators have a space that the player interacts with to cause the elevator to move.&lt;br /&gt;
|-&lt;br /&gt;
|Hub||&#039;&#039;&#039;Layout&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Horizontal (Wide, top/bottom exits)&lt;br /&gt;
* Vertical (Tall, left/right exits)&lt;br /&gt;
* Large (Exits all over the place)&lt;br /&gt;
||This room is expected to have a larger number of exits than most areas. These areas facilitate interconnect between multiple places and can have upgrade items, tricky platforming, and hidden sections to make them interesting.&lt;br /&gt;
|-&lt;br /&gt;
|Platform Challenge||None||These rooms are specifically designed to challenge the player to get through them with a set of movement capabilities. They may be dead-ends or travel rooms, but essentially always have some sort of reward or progression at the end.&lt;br /&gt;
|-&lt;br /&gt;
|Boss||&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Biome Boss&lt;br /&gt;
* Mini-Boss&lt;br /&gt;
* Final Boss&lt;br /&gt;
* Combat Room&lt;br /&gt;
||Boss rooms are places where large battles take place. Rooms that are generated are done in a way that align with the selected battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structure Generators ==&lt;br /&gt;
Structures are parameterized chunks of &amp;quot;stuff&amp;quot; that go in a room. They include platforms, room edges, doors, statues, hazards, generators, and anything else that can be visually placed on a screen. The use of these is managed by the room generator that needs the stuff in question.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
There is a collection of structure generators that can be used by room generators to make things that go in the rooms during generation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All structure generators receive parameters:&#039;&#039;&#039;&lt;br /&gt;
* Position of the structure relative to the screen layout, in tiles.&lt;br /&gt;
* Size of the structure, in tiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of Room Generators&lt;br /&gt;
!Structure!!Extra Parameters!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Platform||&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Horizontal&lt;br /&gt;
* Vertical&lt;br /&gt;
&#039;&#039;&#039;Junctions&#039;&#039;&#039;&lt;br /&gt;
||This structure builds a platform using pipe style parts. It can also utilize either decorative junctions or simple pipe ends.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Generators&amp;diff=167</id>
		<title>Generators</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Generators&amp;diff=167"/>
		<updated>2026-03-17T21:12:40Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Keys / Locks =&lt;br /&gt;
Objective planning follows the key/lock pattern. This can mean literally keys and locks like &amp;quot;you need the red key to go through the door with the red lock,&amp;quot; but it also could mean &amp;quot;you need to have high jump boots to get up here.&amp;quot; Some logic needs to be used to prevent unbeatable worlds. For example, it would be an unbeatable situation to put the high jump boots after the ledge that is too high to get up to without the high jump boots. You&#039;d never be able to get to any part of the world past that point.&lt;br /&gt;
&lt;br /&gt;
= Objective Planning =&lt;br /&gt;
The first thing that happens when generating the world is objective planning. This process builds an objective traversal graph structure that goes from the escape pod through all of the bosses while laying out all of the items. It also ensures items needed to progress are in the available somewhere in the graph before the lock that needs them. This helps to guarantee that worlds are generated that can be fully explored.&lt;br /&gt;
&lt;br /&gt;
= Map Parts =&lt;br /&gt;
The map is a nested structure of rooms made of screens built up of structures. &lt;br /&gt;
&lt;br /&gt;
== Rooms ==&lt;br /&gt;
A room is the smallest part of the world that can be loaded into the engine. Internally they are represented as a 2D array of screens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some tidbits about rooms:&#039;&#039;&#039;&lt;br /&gt;
* The space they contain is always bounded by a rectangle that has a position in the world.&lt;br /&gt;
* The space is always represented as a rectangle of screens, even not completely filled in.&lt;br /&gt;
* Null screens are allowed in the rectangle to indicate that a screen inside the room is not used.&lt;br /&gt;
* The room cannot represent multiple disconnected spaces, just make multiple rooms.&lt;br /&gt;
* The screens within the space of a room must touch all edges of the containing rectangle.&lt;br /&gt;
* Rooms are the level that represent a self contained space that is loadable by the game engine.&lt;br /&gt;
* A room can be as small as a single screen (1x1 array).&lt;br /&gt;
* There is no specific design limit on how many screens can be involved in a single room.&lt;br /&gt;
* Exits for the room are defined at the room level, but they are positioned based on the screens they contain.&lt;br /&gt;
&lt;br /&gt;
== Screens == &lt;br /&gt;
A screen is exactly what it sounds like, the amount of space that can be represented on a screenful of space. A room can be as small as a single screen that has only one exit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A screen represents:&#039;&#039;&#039;&lt;br /&gt;
* 640x360 pixels. Selected for easy integer scaling to most typical 16:9 screen resolutions.&lt;br /&gt;
* 32x18 tiles. Each tile is 20x20 pixels.&lt;br /&gt;
* A screen can have up to 4 exits, one per screen edge.&lt;br /&gt;
&lt;br /&gt;
== Structures == &lt;br /&gt;
Structures are parameterized chunks of &amp;quot;stuff&amp;quot; that go in a room. They include platforms, room edges, doors, statues, hazards, generators, and anything else that can be visually placed on a screen. The placement of structures is managed by room generators that need the structure in question.&lt;br /&gt;
&lt;br /&gt;
= Map Display =&lt;br /&gt;
While playing the game, the player can pull up the map at any time. This map system shows the known world in a way that allows a player to look around, figure out routes, and find places where missing items could be. Map information is updated when the player enters each screen the first time, by using map stations to reveal chunks of information all at once, and by opening doors or collecting items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the in-game map:&#039;&#039;&#039;&lt;br /&gt;
* Each in game tile (20x20 pixels) is represented as a single pixel (1x1) resulting in a 20:1 scaling factor.&lt;br /&gt;
* Each screen is part of the map grid and is represented as a rectangle of 32x18 pixels.&lt;br /&gt;
* Can be zoomed and panned to search and explore. &lt;br /&gt;
* There is no automatic routing system, figuring out where to go is part of the fun of exploration.&lt;br /&gt;
* The screen the player is currently in is highlighted on the map.&lt;br /&gt;
* In-world things like doors, upgrades, stations, and bosses are drawn over the map. &lt;br /&gt;
* Typically these symbols are larger than 1x1 pixel each, so they should be expected to obscure parts of the map.&lt;br /&gt;
&lt;br /&gt;
= Generators =&lt;br /&gt;
There is a procedural generation system that creates the world. It&#039;s made up of nested layers that have specific roles in the process.&lt;br /&gt;
&lt;br /&gt;
== World Generator ==&lt;br /&gt;
This is the top-level system that orchestrates the layout of the entire map. Essentially it manages the use of room generators, the placement of the rooms, and the interconnection of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This System:&#039;&#039;&#039;&lt;br /&gt;
* Owns the random number generator that provides the stream of random numbers used during generation. (It&#039;s passed down through other layers of generators.)&lt;br /&gt;
* Makes decisions based on the world configuration.&lt;br /&gt;
* Decides how room generators are used to fill in the map.&lt;br /&gt;
* Places upgrades and doors in the world.&lt;br /&gt;
* Owns item progression logic.&lt;br /&gt;
* Selects and assigns biomes to rooms.&lt;br /&gt;
* Is also the creator of multi-room constructs, for example boss rooms with nearby saves.&lt;br /&gt;
* Escape path router that is used to calculate the amount of time allowed for the escape.&lt;br /&gt;
&lt;br /&gt;
== Room Generators ==&lt;br /&gt;
Room generators are pieces of code that generate individual rooms. They have several parameters that are provided by the world generator that control what is generated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Room Generators receive parameters for:&#039;&#039;&#039;&lt;br /&gt;
* The size of the room to generate, in screens.&lt;br /&gt;
* Details about where doors have to be to in the room to satisfy requirements of the map as a whole.&lt;br /&gt;
* Item limiters that are allowed to be used. These are items that could have been collected by the time the player gets to this room and can be used to limit travel through the room that will be generated.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
There is a collection of room generators that is used to build the world. There are also [[Tutorial Generators]] that create the specific set of rooms used for the tutorial area if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generators produce rooms that have markers for:&#039;&#039;&#039;&lt;br /&gt;
* Enemy spawn points with difficulty flags.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of Room Generators&lt;br /&gt;
!Generator!!Extra Parameters!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Single-Screen||&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Empty&lt;br /&gt;
* Save&lt;br /&gt;
* Map&lt;br /&gt;
* Recharge (HP, Ammo, Spawner)&lt;br /&gt;
* Upgrade Item&lt;br /&gt;
&#039;&#039;&#039;Exit Direction(s)&#039;&#039;&#039;&lt;br /&gt;
||This room is always exactly 1x1 screen and has a single exit. It can be any of the various 1 screen types.&lt;br /&gt;
|-&lt;br /&gt;
|Travel||&#039;&#039;&#039;Layout&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Two-Way&lt;br /&gt;
* One-Way&lt;br /&gt;
* Gated&lt;br /&gt;
* Tube/Elevator&lt;br /&gt;
||This type of room is for travel across some distance. They always have 2 exits, one on each end. Some have something in them that makes them one-way or prevents travel at all until some criteria is met. Tubes suck you in immediately upon entering a door and elevators have a space that the player interacts with to cause the elevator to move.&lt;br /&gt;
|-&lt;br /&gt;
|Hub||&#039;&#039;&#039;Layout&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Horizontal (Wide, top/bottom exits)&lt;br /&gt;
* Vertical (Tall, left/right exits)&lt;br /&gt;
* Large (Exits all over the place)&lt;br /&gt;
||This room is expected to have a larger number of exits than most areas. These areas facilitate interconnect between multiple places and can have upgrade items, tricky platforming, and hidden sections to make them interesting.&lt;br /&gt;
|-&lt;br /&gt;
|Platform Challenge||None||These rooms are specifically designed to challenge the player to get through them with a set of movement capabilities. They may be dead-ends or travel rooms, but essentially always have some sort of reward or progression at the end.&lt;br /&gt;
|-&lt;br /&gt;
|Boss||&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Biome Boss&lt;br /&gt;
* Mini-Boss&lt;br /&gt;
* Final Boss&lt;br /&gt;
* Combat Room&lt;br /&gt;
||Boss rooms are places where large battles take place. Rooms that are generated are done in a way that align with the selected battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structure Generators ==&lt;br /&gt;
Structures are parameterized chunks of &amp;quot;stuff&amp;quot; that go in a room. They include platforms, room edges, doors, statues, hazards, generators, and anything else that can be visually placed on a screen. The use of these is managed by the room generator that needs the stuff in question.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
There is a collection of structure generators that can be used by room generators to make things that go in the rooms during generation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All structure generators receive parameters:&#039;&#039;&#039;&lt;br /&gt;
* Position of the structure relative to the screen layout, in tiles.&lt;br /&gt;
* Size of the structure, in tiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of Room Generators&lt;br /&gt;
!Structure!!Extra Parameters!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Platform||&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Horizontal&lt;br /&gt;
* Vertical&lt;br /&gt;
&#039;&#039;&#039;Junctions&#039;&#039;&#039;&lt;br /&gt;
||This structure builds a platform using pipe style parts. It can also utilize either decorative junctions or simple pipe ends.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=166</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=166"/>
		<updated>2026-03-06T19:07:10Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Movement */&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||20||200||Increases the max number of big bombs you can drop before running out by 10. Can’t be used at all until you have at least one. &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;|120 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;
|+ Suits&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Jump||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. Also works when in tiny form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab. Consumes energy to use, will automatically stop if health drops below 100.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position. Consumes energy to use, will automatically stop if health drops below 100.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wall Grab]]||Grab||Can grab onto walls and jump or launch off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Rush]]||Run Speed||Can run faster than normal. Continuously and without any energy cost. Is the fallback speed option (from Sprint) when below 100 energy if available.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Run 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. If enabled, fast movement will use this speed automatically if the player also has more than 100 energy available. Falls back to either rush or normal movement depending on availability and enabled state. Cannot be used with less than 100 energy and hitting 99 energy stops an active sprint.&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;|10 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. The attack upgrades shown here do not consume any form of ammo. These 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 given to you by the escape pod. You shoot stuff, it hurts stuff. This item does count as an upgrade because it can be skipped. Not having this upgrade does NOT effect the ability to use other gun upgrades.&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;|6 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.&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;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered 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=Trophies&amp;diff=165</id>
		<title>Trophies</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=165"/>
		<updated>2026-03-06T19:04:34Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the beginning of the list of trophies, I&#039;ll be figuring out more as I go...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI&#039;&#039;&#039; - I refer to these as trophies because of my history with Sony consoles but they are also known as achievements on other platforms, such as Microsoft consoles, Steam platforms, and various phone systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophy Counts&lt;br /&gt;
!Index!!Tier!!Icon!!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|1||Platinum||n/a||All the Things||Get all of the other trophies.&lt;br /&gt;
|-&lt;br /&gt;
|2||Gold||n/a||Are You Done?||Beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|3||Gold||n/a||Not Done Yet!||Beat the game a second time in a different world.&lt;br /&gt;
|-&lt;br /&gt;
|4||Silver||n/a||The Galaxy is at Peace||Beat the game after collecting all upgrade items.&lt;br /&gt;
|-&lt;br /&gt;
|5||Silver||n/a||A Miserable Little Pile of Secrets||Beat the game after visiting every corner of the map.&lt;br /&gt;
|-&lt;br /&gt;
|6||Silver||n/a||Extinguished||Beat the boss of the fire biome.&lt;br /&gt;
|-&lt;br /&gt;
|7||Silver||n/a||Well Done||Beat the boss of the ice biome.&lt;br /&gt;
|-&lt;br /&gt;
|8||Silver||n/a||Floating||Beat the boss of the water biome.&lt;br /&gt;
|-&lt;br /&gt;
|9||Silver||n/a||Magic Smoke||Beat the boss of the electric biome.&lt;br /&gt;
|-&lt;br /&gt;
|10||Gold||n/a||Very Balanced||Beat the boss of every biome.&lt;br /&gt;
|-&lt;br /&gt;
|11||Silver||n/a||Rematch||Beat any boss a second time.&lt;br /&gt;
|-&lt;br /&gt;
|12||Silver||n/a||Slightly Armed||Beat the boss of a biome without having ever collected the base weapon from the escape pod.&lt;br /&gt;
|-&lt;br /&gt;
|13||Bronze||n/a||Fancy Beans||Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|14||Bronze||n/a||Two Times||Double Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|15||Bronze||n/a||Grippy||Wall Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|16||Bronze||n/a||Out the Way||Dash 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|17||Bronze||n/a||Yuuuuup||Launch vertically 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|18||Bronze||n/a||Zooooom||Launch horizontally 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|19||Bronze||n/a||Sharp Shooter||Shoot 1000 basic weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|20||Bronze||n/a||Sharp Shooter||Shoot 1000 power weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|21||Bronze||n/a||Sharp Shooter||Shoot 1000 phased weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|22||Bronze||n/a||Sharp Shooter||Shoot 1000 quantum weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|23||Bronze||n/a||Sharp Shooter||Shoot 1000 spread weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|24||Bronze||n/a||Sharp Shooter||Shoot 1000 charged weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|25||Bronze||n/a||Periodic Table||Shoot 1000 elemental weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|26||Bronze||n/a||Missile Battery||Shoot 1000 missiles.&lt;br /&gt;
|-&lt;br /&gt;
|27||Bronze||n/a||Missile Storm||Shoot 1000 big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|28||Bronze||n/a||Carpet Bomb||Drop 1000 bombs.&lt;br /&gt;
|-&lt;br /&gt;
|29||Bronze||n/a||Bomb Blitz||Drop 1000 big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|30||Bronze||n/a||Golden Apple||Throw the Apple of Discord from its resting place.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophies&lt;br /&gt;
!Tier!!Points Each!!Count!!Total Points&lt;br /&gt;
|-&lt;br /&gt;
|Platinum||300||1||300&lt;br /&gt;
|-&lt;br /&gt;
|Gold||90||3||270&lt;br /&gt;
|-&lt;br /&gt;
|Silver||30||8||240&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||15||18||270&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot; |&#039;&#039;&#039;Grand Total&#039;&#039;&#039;||30||1080&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Easter_Eggs&amp;diff=164</id>
		<title>Easter Eggs</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Easter_Eggs&amp;diff=164"/>
		<updated>2026-03-06T18:34:17Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;I have a ton of information and prior art to use as references and inspiration for Fracterebus. This also provides me with what I need to make amusing references to other things.   &amp;#039;&amp;#039;&amp;#039;NOTICE:&amp;#039;&amp;#039;&amp;#039; This list contains spoilers for both the lore and possibly for earning trophies.  ; Golden Apple : Eris wasn&amp;#039;t invited to the wedding of Thetis (a Nereid) and Peleus (King of Phthia) out of fear she would cause problems. She crashed the party and threw in the golden Apple of Disc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I have a ton of information and prior art to use as references and inspiration for Fracterebus. This also provides me with what I need to make amusing references to other things. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTICE:&#039;&#039;&#039; This list contains spoilers for both the lore and possibly for earning trophies.&lt;br /&gt;
&lt;br /&gt;
; Golden Apple&lt;br /&gt;
: Eris wasn&#039;t invited to the wedding of Thetis (a Nereid) and Peleus (King of Phthia) out of fear she would cause problems. She crashed the party and threw in the golden Apple of Discord inscribed with &amp;quot;For the Fairest.&amp;quot; This resulted in a big argument about who was the fairest and eventually resulted in the Trojan War. This apple will appear on a platform somewhere in the world at random and can be knocked off of the platform when in cat form.&lt;br /&gt;
&lt;br /&gt;
; Save Game Code&lt;br /&gt;
: When saving your game, code goes by on the classic computer screen. This code is 6502 assembly code that was designed to be very similar to the code that runs when you save your game when playing the FDS version of Metroid for the Famicom. Keep in mind that the FDS persists data to the floppy disk and saves on either the game over screen or the quit screen accessed by pressing Up + A on the player 2 controller instead of being able to do it in game.&lt;br /&gt;
&lt;br /&gt;
; The galaxy is at peace&lt;br /&gt;
: This trophy name is taken out of the intro story of Super Metroid. Completion percentage in Super Metroid is based exclusively on item collection rate, thus this trophy is for completing the game having collected all of the upgrade items.&lt;br /&gt;
&lt;br /&gt;
; Miserable little pile of secrets&lt;br /&gt;
: This trophy name is taken out of the intro story of Castlevania: Symphony of the Night. Completion percentage in Castlevania: Symphony of the Night is based exclusively on map exploration, thus this trophy is for completing the game having visited every screen in the game.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=163</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=163"/>
		<updated>2026-02-18T19:11:32Z</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 and 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. Every single tool in this list is 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.&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;
= Storefronts =&lt;br /&gt;
; [https://store.steampowered.com Steam] : The first target platform for Fracterebus is Windows PC through Steam. This choice was made because I am interested in the huge market it presents, and because exporting from Godot to Windows PC is built-in and straightforward. Steam also provides access to the growing Linux gaming community.&lt;br /&gt;
&lt;br /&gt;
; [https://store.playstation.com PlayStation] : As a longtime fan of Sony&#039;s PlayStation consoles, this is my preferred console system. I hope to port Fracterebus to PlayStation with the help of a 3rd Party porting company that specializes in Godot console ports or through the use of middleware.&lt;br /&gt;
&lt;br /&gt;
; [https://xbox.com XBOX] : This is Microsoft&#039;s storefront for their XBOX consoles.&lt;br /&gt;
&lt;br /&gt;
; [https://nintendo.com Nintendo] : This is Nintendo&#039;s storefront for their Switch consoles.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://mantisbt.org Mantis Bug Tracker] : A system for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. At the beginning of the project making tickets for everything proved to be more work than it was worth because I was constantly hopping between tasks and concepts. Later on in the project it was very helpful for keeping track of things I wanted to revisit. &lt;br /&gt;
&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://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] : 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=162</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=162"/>
		<updated>2026-02-18T19:09:16Z</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 and 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. Every single tool in this list is 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.&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;
= Storefronts =&lt;br /&gt;
; [https://store.steampowered.com Steam] : The first target platform for Fracterebus is Windows PC through Steam. This choice was made because I am interested in the huge market it presents, and because exporting from Godot to Windows PC is built-in and straightforward. Steam also provides access to the growing Linux gaming community.&lt;br /&gt;
&lt;br /&gt;
; [https://store.playstation.com PlayStation] : As a longtime fan of Sony&#039;s PlayStation consoles, this is my preferred console system. I hope to port Fracterebus to PlayStation with the help of a 3rd Party porting company that specializes in Godot console ports or through the use of middleware.&lt;br /&gt;
&lt;br /&gt;
; [https://xbox.com XBOX] : This is Microsoft&#039;s storefront for their XBOX consoles.&lt;br /&gt;
&lt;br /&gt;
; [https://nintendo.com Nintendo] : This is Nintendo&#039;s storefront for their Switch consoles.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://mantisbt.org Mantis Bug Tracker] : A system for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. At the beginning of the project making tickets for everything proved to be more work than it was worth because I was constantly hopping between tasks and concepts. Later on in the project it was very helpful for keeping track of things I wanted to revisit. &lt;br /&gt;
&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://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 to anyone that needs a server. 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] : 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=161</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=161"/>
		<updated>2026-02-18T19:07:46Z</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 and 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. Every single entry in this list is 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.&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;
= Storefronts =&lt;br /&gt;
; [https://store.steampowered.com Steam] : The first target platform for Fracterebus is Windows PC through Steam. This choice was made because I am interested in the huge market it presents, and because exporting from Godot to Windows PC is built-in and straightforward. Steam also provides access to the growing Linux gaming community.&lt;br /&gt;
&lt;br /&gt;
; [https://store.playstation.com PlayStation] : As a longtime fan of Sony&#039;s PlayStation consoles, this is my preferred console system. I hope to port Fracterebus to PlayStation with the help of a 3rd Party porting company that specializes in Godot console ports or through the use of middleware.&lt;br /&gt;
&lt;br /&gt;
; [https://xbox.com XBOX] : This is Microsoft&#039;s storefront for their XBOX consoles.&lt;br /&gt;
&lt;br /&gt;
; [https://nintendo.com Nintendo] : This is Nintendo&#039;s storefront for their Switch consoles.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://mantisbt.org Mantis Bug Tracker] : A system for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. At the beginning of the project making tickets for everything proved to be more work than it was worth because I was constantly hopping between tasks and concepts. Later on in the project it was very helpful for keeping track of things I wanted to revisit. &lt;br /&gt;
&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://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 to anyone that needs a server. 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] : 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=160</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=160"/>
		<updated>2026-02-18T19:01:51Z</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 and 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. Every single entry in this list is 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.&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;
= Storefronts =&lt;br /&gt;
; [https://store.steampowered.com Steam] : The first target platform for Fracterebus is Windows PC through Steam. This choice was made because I am interested in the huge market it presents, and because exporting from Godot to Windows PC is built-in and straightforward. Steam also provides access to the growing Linux gaming community.&lt;br /&gt;
&lt;br /&gt;
; [https://store.playstation.com PlayStation] : As a longtime fan of Sony&#039;s PlayStation consoles, this is my preferred console system. I hope to port Fracterebus to PlayStation with the help of a 3rd Party porting company that specializes in Godot console ports or through the use of middleware.&lt;br /&gt;
&lt;br /&gt;
; [https://xbox.com XBOX] : This is Microsoft&#039;s storefront for their XBOX consoles.&lt;br /&gt;
&lt;br /&gt;
; [https://nintendo.com Nintendo] : This is Nintendo&#039;s storefront for their Switch consoles.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://mantisbt.org Mantis Bug Tracker] : A system for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. At the beginning of the project making tickets for everything proved to be more work than it was worth because I was constantly hopping between tasks and concepts. Later on in the project it was very helpful for keeping track of things I wanted to revisit. &lt;br /&gt;
&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://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;
= Internationalization = &lt;br /&gt;
; [https://gemini.google.com Google Gemini] : 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=159</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=159"/>
		<updated>2026-02-18T19:01:06Z</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 and 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. Every single entry in this list is 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.&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;
= Storefronts =&lt;br /&gt;
; [https://store.steampowered.com Steam] : The first target platform for Fracterebus is Windows PC through Steam. This choice was made because I am interested in the huge market it presents, and because exporting from Godot to Windows PC is built-in and straightforward. Steam also provides access to the growing Linux gaming community.&lt;br /&gt;
&lt;br /&gt;
; [https://store.playstation.com PlayStation Store] : As a longtime fan of Sony&#039;s PlayStation consoles, this is my preferred console system. I hope to port Fracterebus to PlayStation with the help of a 3rd Party porting company that specializes in Godot console ports or through the use of middleware.&lt;br /&gt;
&lt;br /&gt;
; [https://xbox.com XBOX Store] : This is Microsoft&#039;s storefront for their XBOX consoles.&lt;br /&gt;
&lt;br /&gt;
; [https://nintendo.com Nintendo Store] : This is Nintendo&#039;s storefront for their Switch consoles.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://mantisbt.org Mantis Bug Tracker] : A system for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. At the beginning of the project making tickets for everything proved to be more work than it was worth because I was constantly hopping between tasks and concepts. Later on in the project it was very helpful for keeping track of things I wanted to revisit. &lt;br /&gt;
&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://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;
= Internationalization = &lt;br /&gt;
; [https://gemini.google.com Google Gemini] : 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=158</id>
		<title>Development Tools</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Development_Tools&amp;diff=158"/>
		<updated>2026-02-18T18:53:44Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;Any game is a massive undertaking that requires skilled creators and 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&amp;#039;s helpful for you. Every single entry in this list is 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.  = Core Development = ; [https://godotengine.org Godot Engine]...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any game is a massive undertaking that requires skilled creators and 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. Every single entry in this list is 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.&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;
= Storefronts =&lt;br /&gt;
; [https://store.steampowered.com Steam] : The first target platform for Fracterebus is Windows PC through Steam. This choice was made because I am interested in the huge market it presents, and because exporting from Godot to Windows PC is built-in and straightforward. Steam also provides access to the growing Linux gaming community.&lt;br /&gt;
&lt;br /&gt;
; [https://store.playstation.com PlayStation Store] : As a longtime fan of Sony&#039;s PlayStation consoles, this is my preferred console system. I hope to port Fracterebus to PlayStation with the help of a 3rd Party porting company that specializes in Godot console ports or through the use of middleware.&lt;br /&gt;
&lt;br /&gt;
; [https://xbox.com XBOX Store] : This is Microsoft&#039;s storefront for their XBOX consoles.&lt;br /&gt;
&lt;br /&gt;
; [https://nintendo.com Nintendo Store] : This is Nintendo&#039;s storefront for their Switch consoles.&lt;br /&gt;
&lt;br /&gt;
= Documentation =&lt;br /&gt;
; [https://mantisbt.org Mantis Bug Tracker] : A system for tracking development tasks and bugs. For those with other development experience, think of Jira or GitHub Issues. At the beginning of the project making tickets for everything proved to be more work than it was worth because I was constantly hopping between tasks and concepts. Later on in the project it was very helpful for keeping track of things I wanted to revisit. &lt;br /&gt;
&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://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;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Main_Page&amp;diff=157</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Main_Page&amp;diff=157"/>
		<updated>2026-02-18T17:25:22Z</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;
* [[Design]] - The high level design of the game.&lt;br /&gt;
* [[Generators]] - How the world is created.&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;
&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;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=156</id>
		<title>Seed Code</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Seed_Code&amp;diff=156"/>
		<updated>2026-02-13T22:10:15Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The seed code is the definition of the world you will play in.  It includes things that drive random world generation as well as baked in settings that will be used when playing.  The code is made up of 60-bits of information, but is shared using a 12-character [[Base32]] code.  Some values affect world generation and others do not.  Currently there are 44-bits of entropy in a seed code. That means that it is currently possible to generate 17,592,186,044,416 (roughly 17.5 trillion) worlds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Map of where the code bits go.&lt;br /&gt;
!00!!01!!02!!03!!04!!!!05!!06!!07!!08!!09!!!!10!!11!!12!!13!!14!!!!15!!16!!17!!18!!19&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
|-&lt;br /&gt;
!20!!21!!22!!23!!24!!!!25!!26!!27!!28!!29!!!!30!!31!!32!!33!!34!!!!35!!36!!37!!38!!39&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
|-&lt;br /&gt;
!40!!41!!42!!43!!44!!!!45!!46!!47!!48!!49!!!!50!!51!!52!!53!!54!!!!55!!56!!57!!58!!59&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M&lt;br /&gt;
||-&lt;br /&gt;
||-&lt;br /&gt;
||-&lt;br /&gt;
||&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q1&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q2&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q3&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q4&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Legend&lt;br /&gt;
!Key!!Description!!Start!!Length!!Entropy&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;code_version&amp;quot; |V||[[Code Version]]||0||3||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;seed_value&amp;quot; |S||[[World Generation|World Generation RNG Seed Value]]||3||32||32&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;skip_tutorial&amp;quot; |T||[[Tutorial Area|Tutorial Skip]]||35||1||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_health&amp;quot; |SH||[[Save Room Configuration|Save Room Health Restore]]||36||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;save_restore_ammo&amp;quot; |SA||[[Save Room Configuration|Save Room Ammo Restore]]||37||1||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_count&amp;quot; |BC||[[Biome Configuration|Biome Count]]||38||4||4&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_size&amp;quot; |BS||[[Biome Configuration|Biome Size]]||42||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;biome_cohesion&amp;quot; |CO||[[Biome Configuration|Biome Cohesion]]||44||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_quantity&amp;quot; |EQ||[[Enemy Configuration|Enemy Quantity]]||46||2||2&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;enemy_difficulty&amp;quot; |ED||[[Enemy Configuration|Enemy Difficulty]]||48||2||0&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;map_room_type&amp;quot; |M||[[Map Room Configuration|Map Room Type]]||50||2||1&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;element_quad&amp;quot; |Q#||[[Element Quads]]&lt;br /&gt;
* Q1: Light, Dark, Life, Death&lt;br /&gt;
* Q2: Earth, Air, Gravity, Void&lt;br /&gt;
||55||5||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible Worlds&#039;&#039;&#039;&lt;br /&gt;
The current format of the seed code has 46 bits of entropy. That means the number of possible worlds is 70,368,744,177,664.&lt;br /&gt;
{{#css:User:NerdOfEpic/code-bits.css}}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=155</id>
		<title>Trophies</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=155"/>
		<updated>2026-02-13T16:16:29Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the beginning of the list of trophies, I&#039;ll be figuring out more as I go...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI&#039;&#039;&#039; - I refer to these as trophies because of my history with Sony consoles but they are also known as achievements on other platforms, such as Microsoft consoles, Steam platforms, and various phone systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophy Counts&lt;br /&gt;
!Index!!Tier!!Icon!!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|1||Platinum||n/a||All the Things||Get all of the other trophies.&lt;br /&gt;
|-&lt;br /&gt;
|2||Gold||n/a||Are You Done?||Beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|3||Gold||n/a||Not Done Yet!||Beat the game a second time in a different world.&lt;br /&gt;
|-&lt;br /&gt;
|4||Silver||n/a||The Galaxy is at Peace||Beat the game after collecting all upgrade items.&lt;br /&gt;
|-&lt;br /&gt;
|5||Silver||n/a||A Miserable Little Pile of Secrets||Beat the game after visiting every corner of the map.&lt;br /&gt;
|-&lt;br /&gt;
|6||Silver||n/a||Extinguished||Beat the boss of the fire biome.&lt;br /&gt;
|-&lt;br /&gt;
|7||Silver||n/a||Well Done||Beat the boss of the ice biome.&lt;br /&gt;
|-&lt;br /&gt;
|8||Silver||n/a||Floating||Beat the boss of the water biome.&lt;br /&gt;
|-&lt;br /&gt;
|9||Silver||n/a||Magic Smoke||Beat the boss of the electric biome.&lt;br /&gt;
|-&lt;br /&gt;
|10||Gold||n/a||Very Balanced||Beat the boss of every biome.&lt;br /&gt;
|-&lt;br /&gt;
|11||Silver||n/a||Rematch||Beat any boss a second time.&lt;br /&gt;
|-&lt;br /&gt;
|12||Silver||n/a||Slightly Armed||Beat the boss of a biome without having ever collected the base weapon from the escape pod.&lt;br /&gt;
|-&lt;br /&gt;
|13||Bronze||n/a||Fancy Beans||Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|14||Bronze||n/a||Two Times||Double Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|15||Bronze||n/a||Grippy||Wall Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|16||Bronze||n/a||Out the Way||Dash 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|17||Bronze||n/a||Yuuuuup||Launch vertically 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|18||Bronze||n/a||Zooooom||Launch horizontally 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|19||Bronze||n/a||Sharp Shooter||Shoot 1000 basic weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|20||Bronze||n/a||Sharp Shooter||Shoot 1000 power weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|21||Bronze||n/a||Sharp Shooter||Shoot 1000 phased weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|22||Bronze||n/a||Sharp Shooter||Shoot 1000 quantum weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|23||Bronze||n/a||Sharp Shooter||Shoot 1000 spread weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|24||Bronze||n/a||Sharp Shooter||Shoot 1000 charged weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|25||Bronze||n/a||Periodic Table||Shoot 1000 elemental weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|26||Bronze||n/a||Missile Battery||Shoot 1000 missiles.&lt;br /&gt;
|-&lt;br /&gt;
|27||Bronze||n/a||Missile Storm||Shoot 1000 big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|28||Bronze||n/a||Carpet Bomb||Drop 1000 bombs.&lt;br /&gt;
|-&lt;br /&gt;
|29||Bronze||n/a||Bomb Blitz||Drop 1000 big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophies&lt;br /&gt;
!Tier!!Points Each!!Count!!Total Points&lt;br /&gt;
|-&lt;br /&gt;
|Platinum||300||1||300&lt;br /&gt;
|-&lt;br /&gt;
|Gold||90||3||270&lt;br /&gt;
|-&lt;br /&gt;
|Silver||30||8||240&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||15||17||255&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot; |&#039;&#039;&#039;Grand Total&#039;&#039;&#039;||29||1065&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=154</id>
		<title>Trophies</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=154"/>
		<updated>2026-02-13T16:13:52Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the beginning of the list of trophies, I&#039;ll be figuring out more as I go...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI&#039;&#039;&#039; - I refer to these as trophies because of my history with Sony consoles but they are also known as achievements on other platforms, such as Microsoft consoles, Steam platforms, and various phone systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophy Counts&lt;br /&gt;
!Index!!Tier!!Icon!!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|1||Platinum||n/a||All the Things||Get all of the other trophies.&lt;br /&gt;
|-&lt;br /&gt;
|2||Gold||n/a||Are You Done?||Beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|3||Gold||n/a||Not Done Yet!||Beat the game a second time in a different world.&lt;br /&gt;
|-&lt;br /&gt;
|4||Silver||n/a||The Galaxy is at Peace||Beat the game after collecting all upgrade items.&lt;br /&gt;
|-&lt;br /&gt;
|5||Silver||n/a||A Miserable Little Pile of Secrets||Beat the game after visiting every corner of the map.&lt;br /&gt;
|-&lt;br /&gt;
|6||Silver||n/a||Extinguished||Beat the boss of the fire biome.&lt;br /&gt;
|-&lt;br /&gt;
|7||Silver||n/a||Well Done||Beat the boss of the ice biome.&lt;br /&gt;
|-&lt;br /&gt;
|8||Silver||n/a||Floating||Beat the boss of the water biome.&lt;br /&gt;
|-&lt;br /&gt;
|9||Silver||n/a||Magic Smoke||Beat the boss of the electric biome.&lt;br /&gt;
|-&lt;br /&gt;
|10||Gold||n/a||Very Balanced||Beat the boss of every biome.&lt;br /&gt;
|-&lt;br /&gt;
|11||Silver||n/a||Rematch||Beat any boss a second time.&lt;br /&gt;
|-&lt;br /&gt;
|12||Silver||n/a||Slightly Armed||Beat the boss of a biome without having ever collected the base weapon from the escape pod.&lt;br /&gt;
|-&lt;br /&gt;
|13||Bronze||n/a||Fancy Beans||Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|14||Bronze||n/a||Two Times||Double Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|15||Bronze||n/a||Grippy||Wall Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|16||Bronze||n/a||Out the Way||Dash 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|17||Bronze||n/a||Yuuuuup||Launch vertically 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|18||Bronze||n/a||Zooooom||Launch horizontally 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|19||Bronze||n/a||Sharp Shooter||Shoot 1000 basic weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|20||Bronze||n/a||Sharp Shooter||Shoot 1000 phased weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|21||Bronze||n/a||Sharp Shooter||Shoot 1000 quantum weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|22||Bronze||n/a||Sharp Shooter||Shoot 1000 spread weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|23||Bronze||n/a||Sharp Shooter||Shoot 1000 charged weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|24||Bronze||n/a||Periodic Table||Shoot 1000 elemental weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|25||Bronze||n/a||Missile Battery||Shoot 1000 missiles.&lt;br /&gt;
|-&lt;br /&gt;
|26||Bronze||n/a||Missile Storm||Shoot 1000 big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|27||Bronze||n/a||Carpet Bomb||Drop 1000 bombs.&lt;br /&gt;
|-&lt;br /&gt;
|28||Bronze||n/a||Bomb Blitz||Drop 1000 big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophies&lt;br /&gt;
!Tier!!Points Each!!Count!!Total Points&lt;br /&gt;
|-&lt;br /&gt;
|Platinum||300||1||300&lt;br /&gt;
|-&lt;br /&gt;
|Gold||90||3||270&lt;br /&gt;
|-&lt;br /&gt;
|Silver||30||8||240&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||15||16||240&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot; |&#039;&#039;&#039;Grand Total&#039;&#039;&#039;||28||1050&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=153</id>
		<title>Trophies</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=153"/>
		<updated>2026-02-13T16:07:30Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the beginning of the list of trophies, I&#039;ll be figuring out more as I go...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI&#039;&#039;&#039; - I refer to these as trophies because of my history with Sony consoles but they are also known as achievements on other platforms, such as Microsoft consoles, Steam platforms, and various phone systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophy Counts&lt;br /&gt;
!Index!!Tier!!Icon!!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|1||Platinum||n/a||All the Things||Get all of the other trophies.&lt;br /&gt;
|-&lt;br /&gt;
|2||Gold||n/a||Are You Done?||Beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|3||Gold||n/a||Not Done Yet!||Beat the game a second time in a different world.&lt;br /&gt;
|-&lt;br /&gt;
|4||Silver||n/a||The Galaxy is at Peace||Beat the game after collecting all upgrade items.&lt;br /&gt;
|-&lt;br /&gt;
|5||Silver||n/a||A Miserable Little Pile of Secrets||Beat the game after visiting every corner of the map.&lt;br /&gt;
|-&lt;br /&gt;
|6||Bronze||n/a||Extinguished||Beat the boss of the fire biome.&lt;br /&gt;
|-&lt;br /&gt;
|7||Bronze||n/a||Well Done||Beat the boss of the ice biome.&lt;br /&gt;
|-&lt;br /&gt;
|8||Bronze||n/a||Floating||Beat the boss of the water biome.&lt;br /&gt;
|-&lt;br /&gt;
|9||Bronze||n/a||Magic Smoke||Beat the boss of the electric biome.&lt;br /&gt;
|-&lt;br /&gt;
|10||Gold||n/a||Very Balanced||Beat the boss of every biome.&lt;br /&gt;
|-&lt;br /&gt;
|11||Silver||n/a||Rematch||Beat any boss a second time.&lt;br /&gt;
|-&lt;br /&gt;
|12||Silver||n/a||Slightly Armed||Beat the boss of a biome without having ever collected the base weapon from the escape pod.&lt;br /&gt;
|-&lt;br /&gt;
|13||Bronze||n/a||Fancy Beans||Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|14||Bronze||n/a||Two Times||Double Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|15||Bronze||n/a||Grippy||Wall Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|16||Bronze||n/a||Out the Way||Dash 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|17||Bronze||n/a||Yuuuuup||Launch vertically 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|18||Bronze||n/a||Zooooom||Launch horizontally 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|19||Bronze||n/a||Periodic Table||Shoot 1000 elemental weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|20||Bronze||n/a||Missile Battery||Shoot 1000 missiles.&lt;br /&gt;
|-&lt;br /&gt;
|21||Bronze||n/a||Missile Storm||Shoot 1000 big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|22||Bronze||n/a||Carpet Bomb||Drop 1000 bombs.&lt;br /&gt;
|-&lt;br /&gt;
|23||Bronze||n/a||Bomb Blitz||Drop 1000 big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophies&lt;br /&gt;
!Tier!!Points Each!!Count!!Total Points&lt;br /&gt;
|-&lt;br /&gt;
|Platinum||300||1||300&lt;br /&gt;
|-&lt;br /&gt;
|Gold||90||3||270&lt;br /&gt;
|-&lt;br /&gt;
|Silver||30||4||120&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||15||15||225&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot; |&#039;&#039;&#039;Grand Total&#039;&#039;&#039;||23||915&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=152</id>
		<title>Trophies</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=152"/>
		<updated>2026-02-13T16:07:10Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the beginning of the list of trophies, I&#039;ll be figuring out more as I go...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI&#039;&#039;&#039; - I refer to these as trophies because of my history with Sony consoles but they are also known as achievements on other platforms, such as Microsoft consoles, Steam platforms, and various phone systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophies&lt;br /&gt;
!Index!!Tier!!Icon!!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|1||Platinum||n/a||All the Things||Get all of the other trophies.&lt;br /&gt;
|-&lt;br /&gt;
|2||Gold||n/a||Are You Done?||Beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|3||Gold||n/a||Not Done Yet!||Beat the game a second time in a different world.&lt;br /&gt;
|-&lt;br /&gt;
|4||Silver||n/a||The Galaxy is at Peace||Beat the game after collecting all upgrade items.&lt;br /&gt;
|-&lt;br /&gt;
|5||Silver||n/a||A Miserable Little Pile of Secrets||Beat the game after visiting every corner of the map.&lt;br /&gt;
|-&lt;br /&gt;
|6||Bronze||n/a||Extinguished||Beat the boss of the fire biome.&lt;br /&gt;
|-&lt;br /&gt;
|7||Bronze||n/a||Well Done||Beat the boss of the ice biome.&lt;br /&gt;
|-&lt;br /&gt;
|8||Bronze||n/a||Floating||Beat the boss of the water biome.&lt;br /&gt;
|-&lt;br /&gt;
|9||Bronze||n/a||Magic Smoke||Beat the boss of the electric biome.&lt;br /&gt;
|-&lt;br /&gt;
|10||Gold||n/a||Very Balanced||Beat the boss of every biome.&lt;br /&gt;
|-&lt;br /&gt;
|11||Silver||n/a||Rematch||Beat any boss a second time.&lt;br /&gt;
|-&lt;br /&gt;
|12||Silver||n/a||Slightly Armed||Beat the boss of a biome without having ever collected the base weapon from the escape pod.&lt;br /&gt;
|-&lt;br /&gt;
|13||Bronze||n/a||Fancy Beans||Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|14||Bronze||n/a||Two Times||Double Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|15||Bronze||n/a||Grippy||Wall Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|16||Bronze||n/a||Out the Way||Dash 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|17||Bronze||n/a||Yuuuuup||Launch vertically 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|18||Bronze||n/a||Zooooom||Launch horizontally 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|19||Bronze||n/a||Periodic Table||Shoot 1000 elemental weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|20||Bronze||n/a||Missile Battery||Shoot 1000 missiles.&lt;br /&gt;
|-&lt;br /&gt;
|21||Bronze||n/a||Missile Storm||Shoot 1000 big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|22||Bronze||n/a||Carpet Bomb||Drop 1000 bombs.&lt;br /&gt;
|-&lt;br /&gt;
|23||Bronze||n/a||Bomb Blitz||Drop 1000 big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophies&lt;br /&gt;
!Tier!!Points Each!!Count!!Total Points&lt;br /&gt;
|-&lt;br /&gt;
|Platinum||300||1||300&lt;br /&gt;
|-&lt;br /&gt;
|Gold||90||3||270&lt;br /&gt;
|-&lt;br /&gt;
|Silver||30||4||120&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||15||15||225&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot; |&#039;&#039;&#039;Grand Total&#039;&#039;&#039;||23||915&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=151</id>
		<title>Trophies</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=151"/>
		<updated>2026-02-13T16:06:51Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the beginning of the list of trophies, I&#039;ll be figuring out more as I go...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI&#039;&#039;&#039; - I refer to these as trophies because of my history with Sony consoles but they are also known as achievements on other platforms, such as Microsoft consoles, Steam platforms, and various phone systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophies&lt;br /&gt;
!Index!!Tier!!Icon!!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|1||Platinum||n/a||All the Things||Get all of the other trophies.&lt;br /&gt;
|-&lt;br /&gt;
|2||Gold||n/a||Are You Done?||Beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|3||Gold||n/a||Not Done Yet!||Beat the game a second time in a different world.&lt;br /&gt;
|-&lt;br /&gt;
|4||Silver||n/a||The Galaxy is at Peace||Beat the game after collecting all upgrade items.&lt;br /&gt;
|-&lt;br /&gt;
|5||Silver||n/a||A Miserable Little Pile of Secrets||Beat the game after visiting every corner of the map.&lt;br /&gt;
|-&lt;br /&gt;
|6||Bronze||n/a||Extinguished||Beat the boss of the fire biome.&lt;br /&gt;
|-&lt;br /&gt;
|7||Bronze||n/a||Well Done||Beat the boss of the ice biome.&lt;br /&gt;
|-&lt;br /&gt;
|8||Bronze||n/a||Floating||Beat the boss of the water biome.&lt;br /&gt;
|-&lt;br /&gt;
|9||Bronze||n/a||Magic Smoke||Beat the boss of the electric biome.&lt;br /&gt;
|-&lt;br /&gt;
|10||Gold||n/a||Very Balanced||Beat the boss of every biome.&lt;br /&gt;
|-&lt;br /&gt;
|11||Silver||n/a||Rematch||Beat any boss a second time.&lt;br /&gt;
|-&lt;br /&gt;
|12||Silver||n/a||Slightly Armed||Beat the boss of a biome without having ever collected the base weapon from the escape pod.&lt;br /&gt;
|-&lt;br /&gt;
|13||Bronze||n/a||Fancy Beans||Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|14||Bronze||n/a||Two Times||Double Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|15||Bronze||n/a||Grippy||Wall Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|16||Bronze||n/a||Out the Way||Dash 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|17||Bronze||n/a||Yuuuuup||Launch vertically 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|18||Bronze||n/a||Zooooom||Launch horizontally 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|19||Bronze||n/a||Periodic Table||Shoot 1000 elemental weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|20||Bronze||n/a||Missile Battery||Shoot 1000 missiles.&lt;br /&gt;
|-&lt;br /&gt;
|21||Bronze||n/a||Missile Storm||Shoot 1000 big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|22||Bronze||n/a||Carpet Bomb||Drop 1000 bombs.&lt;br /&gt;
|-&lt;br /&gt;
|23||Bronze||n/a||Bomb Blitz||Drop 1000 big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Totals&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophies&lt;br /&gt;
!Tier!!Points Each!!Count!!Total Points&lt;br /&gt;
|-&lt;br /&gt;
|Platinum||300||1||300&lt;br /&gt;
|-&lt;br /&gt;
|Gold||90||3||270&lt;br /&gt;
|-&lt;br /&gt;
|Silver||30||4||120&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||15||15||225&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot; |&#039;&#039;&#039;Grand Total&#039;&#039;&#039;||23||915&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Beat_the_Game&amp;diff=150</id>
		<title>Beat the Game</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Beat_the_Game&amp;diff=150"/>
		<updated>2026-02-13T15:53:07Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Completion Time */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you beat the game, it&#039;s time to see how you did and how fast you did it. The executive summary screen shows these two values. Additional information is shown after the credits.&lt;br /&gt;
&lt;br /&gt;
= Completion Percent =&lt;br /&gt;
It will show you what percent of the game you managed to complete as a percentage. The total percent completion is the combination of the number of items you collected and the how much of the map you explored. There are also multiple [[Trophies]] that are associated with beating the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Total Percent&lt;br /&gt;
!Item Collection Rate!!Map Exploration Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |50%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The item collection rate is calculated by:&#039;&#039;&#039;&lt;br /&gt;
 ItemCollectionRate = ItemsCollected / ItemsAvailable * 50.0&lt;br /&gt;
&lt;br /&gt;
The total number of items available is fixed and you don&#039;t need to find them all to finish the game, so this value represents how many of them you collected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The map exploration rate is calculated by:&#039;&#039;&#039;&lt;br /&gt;
 MapExplorationRate = MapScreensVisited / MapScreensAvailable * 50.0&lt;br /&gt;
&lt;br /&gt;
The number of screens on the map depends on both the [[Seed Code]] settings and the whims of the generation system for the world you are currently playing. This represents how many of those screens you visited.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The total percent is calculated by:&#039;&#039;&#039;&lt;br /&gt;
 TotalPercent = ItemCollectionRate + MapExplorationRate&lt;br /&gt;
&lt;br /&gt;
= Completion Time =&lt;br /&gt;
The game keeps track of several timers while you playing and shows you the total play time at the end.&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=Trophies&amp;diff=149</id>
		<title>Trophies</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=149"/>
		<updated>2026-01-31T02:40:03Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the beginning of the list of trophies, I&#039;ll be figuring out more as I go...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI&#039;&#039;&#039; - I refer to these as trophies because of my history with Sony consoles but they are also known as achievements on other platforms, such as Microsoft consoles, Steam platforms, and various phone systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophies&lt;br /&gt;
!Tier!!Icon!!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Platinum||n/a||All the Things||Get all of the other trophies.&lt;br /&gt;
|-&lt;br /&gt;
|Gold||n/a||Are You Done?||Beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|Gold||n/a||Not Done Yet!||Beat the game a second time in a different world.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||The Galaxy is at Peace||Beat the game after collecting all upgrade items.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||A Miserable Little Pile of Secrets||Beat the game after visiting every corner of the map.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Extinguished||Beat the boss of the fire biome.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Well Done||Beat the boss of the ice biome.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Floating||Beat the boss of the water biome.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Magic Smoke||Beat the boss of the electric biome.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||Very Balanced||Beat the boss of the every biome.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||Slightly Armed||Beat the boss of a biome without having ever collected the base weapon from the escape pod.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Fancy Beans||Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Two Times||Double Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Grippy||Wall Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Out the Way||Dash 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Yuuuuup||Launch vertically 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Zooooom||Launch horizontally 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Periodic Table||Shoot 1000 elemental weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Missile Battery||Shoot 1000 missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Missile Storm||Shoot 1000 big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Carpet Bomb||Drop 1000 bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Bronze||n/a||Bomb Blitz||Drop 1000 big bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=148</id>
		<title>Trophies</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=148"/>
		<updated>2026-01-31T02:38:34Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the beginning of the list of trophies, I&#039;ll be figuring out more as I go...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI&#039;&#039;&#039; - I refer to these as trophies because of my history with Sony consoles but they are also known as achievements on other platforms, such as Microsoft consoles, Steam platforms, and various phone systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophies&lt;br /&gt;
!Tier!!Icon!!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Platinum||n/a||All the Things||Get all of the other trophies.&lt;br /&gt;
|-&lt;br /&gt;
|Gold||n/a||Are You Done?||Beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|Gold||n/a||Not Done Yet!||Beat the game a second time in a different world.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||The Galaxy is at Peace||Beat the game after collecting all upgrade items.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||A Miserable Little Pile of Secrets||Beat the game after visiting every corner of the map.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Extinguished||Beat the boss of the fire biome.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Well Done||Beat the boss of the ice biome.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Floating||Beat the boss of the water biome.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Magic Smoke||Beat the boss of the electric biome.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||Very Balanced||Beat the boss of the every biome.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||Slightly Armed||Beat the boss of a biome without having ever collected the base weapon from the escape pod.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Fancy Beans||Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Two Times||Double Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Grippy||Wall Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Out the Way||Dash 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Yuuuuup||Launch vertically 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Zooooom||Launch horizontally 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Periodic Table||Shoot 1000 elemental weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Missile Battery||Shoot 1000 missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Missile Storm||Shoot 1000 big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Carpet Bomb||Drop 1000 bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Bomb Blitz||Drop 1000 big bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=147</id>
		<title>Trophies</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=147"/>
		<updated>2026-01-31T02:38:12Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the beginning of the list of trophies, I&#039;ll be figuring out more as I go...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI&#039;&#039;&#039; - I refer to these as trophies because of my history with Sony consoles but they are also known as achievements on other platforms, such as Microsoft consoles, Steam platforms, and various phone systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophies&lt;br /&gt;
!Tier!!Icon!!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Platinum||n/a||All the Things||Get all of the other trophies.&lt;br /&gt;
|-&lt;br /&gt;
|Gold||n/a||Are You Done?||Beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|Gold||n/a||Not Done Yet!||Beat the game a second time in a different world.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||The Galaxy is at Peace||Beat the game after collecting all upgrade items.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||A Miserable Little Pile of Secrets||Beat the game after visiting every corner of the map.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Extinguished||Beat the boss of the fire biome.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Well Done||Beat the boss of the ice biome.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Floating||Beat the boss of the water biome.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Magic Smoke||Beat the boss of the electric biome.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||Very Balanced||Beat the boss of the every biome.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||Slightly Armed||Beat the boss of a biome without having ever collected the base weapon from the escape pod.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Fancy Beans||Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Two Times||Double Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Grippy||Wall Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Out the Way||Dash 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Yuuuuup||Launch vertically 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Zoooom||Launch horizontally 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Periodic Table||Shoot 1000 elemental weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Missile Battery||Shoot 1000 missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Missile Storm||Shoot 1000 big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Carpet Bomb||Drop 1000 bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Bomb Blitz||Drop 1000 big bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=146</id>
		<title>Trophies</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Trophies&amp;diff=146"/>
		<updated>2026-01-31T02:29:43Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the beginning of the list of trophies, I&#039;ll be figuring out more as I go...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FYI&#039;&#039;&#039; - I refer to these as trophies because of my history with Sony consoles but they are also known as achievements on other platforms, such as Microsoft consoles, Steam platforms, and various phone systems.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Trophies&lt;br /&gt;
!Tier!!Icon!!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Platinum||n/a||All the Things||Get all of the other trophies.&lt;br /&gt;
|-&lt;br /&gt;
|Gold||n/a||Are You Done?||Beat the game.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Not Done Yet!||Beat the game a second time in a different world.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||The Galaxy is at Peace||Beat the game after collecting all upgrade items.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||A Miserable Little Pile of Secrets||Beat the game after visiting every corner of the map.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Extinguished||Beat the boss of the fire biome.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Well Done||Beat the boss of the ice biome.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Floating||Beat the boss of the water biome.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Magic Smoke||Beat the boss of the electric biome.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||Very Balanced||Beat the boss of the every biome.&lt;br /&gt;
|-&lt;br /&gt;
|Silver||n/a||Slightly Armed||Beat the boss of a biome without having ever collected the base weapon from the escape pod.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Fancy Beans||Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Two Times||Double Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Grippy||Wall Jump 1000 times.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Periodic Table||Shoot 1000 elemental weapon shots.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Missile Battery||Shoot 1000 missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Missile Storm||Shoot 1000 big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Carpet Bomb||Drop 1000 bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Copper||n/a||Bomb Blitz||Drop 1000 big bombs.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Beat_the_Game&amp;diff=145</id>
		<title>Beat the Game</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Beat_the_Game&amp;diff=145"/>
		<updated>2026-01-31T02:09:31Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Completion Percent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you beat the game, it&#039;s time to see how you did and how fast you did it. The executive summary screen shows these two values. Additional information is shown after the credits.&lt;br /&gt;
&lt;br /&gt;
= Completion Percent =&lt;br /&gt;
It will show you what percent of the game you managed to complete as a percentage. The total percent completion is the combination of the number of items you collected and the how much of the map you explored. There are also multiple [[Trophies]] that are associated with beating the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Total Percent&lt;br /&gt;
!Item Collection Rate!!Map Exploration Rate&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |50%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; |50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The item collection rate is calculated by:&#039;&#039;&#039;&lt;br /&gt;
 ItemCollectionRate = ItemsCollected / ItemsAvailable * 50.0&lt;br /&gt;
&lt;br /&gt;
The total number of items available is fixed and you don&#039;t need to find them all to finish the game, so this value represents how many of them you collected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The map exploration rate is calculated by:&#039;&#039;&#039;&lt;br /&gt;
 MapExplorationRate = MapScreensVisited / MapScreensAvailable * 50.0&lt;br /&gt;
&lt;br /&gt;
The number of screens on the map depends on both the [[Seed Code]] settings and the whims of the generation system for the world you are currently playing. This represents how many of those screens you visited.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The total percent is calculated by:&#039;&#039;&#039;&lt;br /&gt;
 TotalPercent = ItemCollectionRate + MapExplorationRate&lt;br /&gt;
&lt;br /&gt;
= Completion Time =&lt;br /&gt;
The game keeps track of several timers while you playing and shows you the total play time at the end.&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;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
</feed>