Press M in game, or open Settings from the main menu. Every tab below is in there. The search box at the top of it works the same way as the one on this page.
Opening it
The whole client lives behind one key.
Type into the box at the top right of the menu and it searches every tab at once, not the one you are looking at. Faster than remembering where anything lives.
Visuals
Everything the arena is made of: the ground, the walls, the light, the trails, and the colours of the bikes.
77 settingsGeneral
Toggle ALL modern graphics, bloom, neon grid & custom shaders in 1 click (Hotkey: F9)
Settings → VisualsArena
The dark floor and its grid, without the rest of enhanced mode
Settings → Visuals → ArenaDraw the Tab table in the client's own style instead of the built-in one
Settings → Visuals → ArenaHow solid it is - it is glanced at mid-round, so leave room to see past it
Settings → Visuals → ArenaThe lit perimeter walls, without the rest of enhanced mode
Settings → Visuals → ArenaMake the turning zone edges look lit instead of merely drawn
Settings → Visuals → ArenaHow far past white the zone is drawn, which is what the bloom picks up
Settings → Visuals → ArenaYour team's zone glows white in the middle, so whose it is needs no reading
Settings → Visuals → ArenaFloodlights
Stadium masts at the corners of the arena, throwing light across the floor
Settings → Visuals → FloodlightsHow hard they burn
Settings → Visuals → FloodlightsHow tall the masts stand
Settings → Visuals → FloodlightsHow wide the light lands where it arrives
Settings → Visuals → FloodlightsThe shaft of light between the mast and the floor
Settings → Visuals → FloodlightsWarm white by default, so a lamp does not vanish into a cold arena
Settings → Visuals → FloodlightsTextures
The glass everything else sits on
Settings → Visuals → TexturesThe grid, and the crosses where it meets itself
Settings → Visuals → TexturesThe heavier line every fifth square
Settings → Visuals → TexturesColours
Colour the walls that hold the grid in
Settings → Visuals → ColoursOne colour, or two and three blended along their length
Settings → Visuals → ColoursWhere the blend begins
Settings → Visuals → ColoursWhere it ends
Settings → Visuals → ColoursColour your own wall instead of using your player colour
Settings → Visuals → ColoursOne colour, or two and three blended along its length
Settings → Visuals → ColoursAt the far end of the wall
Settings → Visuals → ColoursNearest the rider
Settings → Visuals → ColoursDisplays wireframe boundaries of objects
Settings → Visuals → ColoursShow how much rubber each rider has left, in the world above their machine
Settings → Visuals → ColoursAtmosphere
Toggle customizable atmospheric world fog
Settings → Visuals → AtmosphereSets the thickness of the world fog
Settings → Visuals → AtmosphereArena Extras
Show a soft beacon and crosshair at the zone center
Settings → Visuals → Arena ExtrasShow a timer above dead players until their corpse disappears
Settings → Visuals → Arena ExtrasOverride server corpse delay with custom duration
Settings → Visuals → Arena ExtrasCustom duration in seconds for corpse fade
Settings → Visuals → Arena ExtrasScale factor for other players' names displayed above their cycles
Settings → Visuals → Arena ExtrasDraw the name above each cycle in plain white instead of the player's colours
Settings → Visuals → Arena ExtrasDraw names with the interface font instead of the engine's bitmap sheet - same place and size, even letters
Settings → Visuals → Arena ExtrasDraw a bright box behind dark player names instead of brightening the name itself
Settings → Visuals → Arena Extras0: Legacy, 1: Blinking Warning, 2: Gradual Fade & Shrink
Settings → Visuals → Arena ExtrasEnables smooth transparency blending
Settings → Visuals → Arena ExtrasEnables smooth vertex normals shading
Settings → Visuals → Arena ExtrasSets floor grid/texture complexity (0-3)
Settings → Visuals → Arena ExtrasOur own panelled ground in the plain look. Master Enhanced keeps its flat floor and neon grid either way
Settings → Visuals → Arena ExtrasHow brightly the panels are lit
Settings → Visuals → Arena ExtrasHow many grid squares one tile of it covers
Settings → Visuals → Arena ExtrasBloom And Post
The master switch for bloom. Works whether or not enhanced graphics are on
Settings → Visuals → Bloom And PostDarkening intensity of cinematic screen edges
Settings → Visuals → Bloom And PostInner radius where vignette gradient begins
Settings → Visuals → Bloom And PostFeathering softness of edge vignette blur
Settings → Visuals → Bloom And PostHow bright a pixel must be before it starts to glow
Settings → Visuals → Bloom And PostHow much of the glow is added back over the frame
Settings → Visuals → Bloom And PostHow far the light bleeds from whatever is glowing
Settings → Visuals → Bloom And PostOne switch for the bikes and their trails together
Settings → Visuals → Bloom And PostHow hard the bikes themselves burn
Settings → Visuals → Bloom And PostHow hard the trails burn, kept apart because their shader already brightens them
Settings → Visuals → Bloom And PostParticles
Enable custom cycle/ambient particles
Settings → Visuals → ParticlesNumber of particles spawned on cycle death
Settings → Visuals → ParticlesEnable camera shake when a cycle crashes
Settings → Visuals → ParticlesIntensity offset of screen shaking
Settings → Visuals → ParticlesEnable glowing ambient dust particles rising from floor
Settings → Visuals → ParticlesSpawn mode for ambient floor particles
Settings → Visuals → ParticlesMinimum active ambient floor particles count
Settings → Visuals → ParticlesMaximum active ambient floor particles count
Settings → Visuals → ParticlesTrails
Draw walls exactly as a plain build does: colour times texture, the texture's own transparency, no added brightness or gradient. For packs made for a normal client
Settings → Visuals → TrailsFades trail opacity from top (opaque) to bottom (transparent)
Settings → Visuals → TrailsOpacity level near the cycle/trail top
Settings → Visuals → TrailsOpacity level near the grid floor
Settings → Visuals → TrailsHeight scale of all cycle trails (1.0 = normal, 0.1 = pixel line)
Settings → Visuals → TrailsHow much wall one turn of the texture covers - raise it to read the picture instead of hatching
Settings → Visuals → TrailsEnable next-gen instanced rendering for trail walls (Safe Fallback if disabled)
Settings → Visuals → TrailsEnables 8x hardware multi-sample anti-aliasing
Settings → Visuals → TrailsCycle Colours
Recolour the machine on its own, leaving the wall its own colour
Settings → Visuals → Cycle ColoursWhat the machine is painted, independent of the wall
Settings → Visuals → Cycle ColoursOverride your cycle color visually for yourself
Settings → Visuals → Cycle ColoursChoose your visual cycle color
Settings → Visuals → Cycle ColoursEnsure all opponents have different, clean colors
Settings → Visuals → Cycle ColoursOverride all other players to a single chosen color
Settings → Visuals → Cycle ColoursChoose color for all other players
Settings → Visuals → Cycle ColoursHUD
What is drawn over the game while you play — the numbers, the messages, the chat, and the way a round starts.
48 settingsGeneral
Toggle global visibility of HUD overlay
Settings → HUDToggle display of the rubber gauge
Settings → HUDToggle display of the speedometer
Settings → HUDToggle display of the brake gauge
Settings → HUDToggle display of scoreboard
Settings → HUDToggle display of latency information
Settings → HUDToggle player alive counter
Settings → HUDToggle display of peak speed attained
Settings → HUDToggle display of legacy FPS counter
Settings → HUDShow/hide the static minimap radar overlay
Settings → HUDRotate minimap smoothly to match player direction
Settings → HUDSpeed of minimap rotation. 1=Slow/smooth, 30=Instant
Settings → HUDZoom into minimap content
Settings → HUDMinimap window scale size
Settings → HUDEsports-style rank list of teams and players
Settings → HUDSleek capsule showing remaining zone time with alarms
Settings → HUDShow conquest/defense alerts for fortress zones
Settings → HUDFlash red warning when a teammate dies
Settings → HUDShow kills/deaths/KD ratio on screen (top-left)
Settings → HUDHotkey or toggle to reset your kills/deaths count
Settings → HUDWide horizontal rubber bar above bottom panels
Settings → HUDClassic horizontal rubber bar above bottom panels
Settings → HUDSeparate widget showing the client logo name
Settings → HUDVisual countdown and winner announcer overlay
Settings → HUDCountdown till wall dissolves for dead players
Settings → HUDVisual representation of pressed buttons (Widget 1)
Settings → HUDVisual representation of pressed buttons (Widget 2)
Settings → HUDSeparate widget showing current framerate
Settings → HUDSeparate widget showing network latency
Settings → HUDSeparate widget showing current local system time
Settings → HUDDisplay listing of all active modules and hotkeys
Settings → HUDHigh-fidelity capsule showing Kills, Deaths, and Ratio
Settings → HUDSleek circular needle gauge for cycle speed
Settings → HUDCircular needle gauge for rubber used with overheating alerts
Settings → HUDCircular needle gauge of remaining braking capacity
Settings → HUDTop banner showing your score and the highest player score
Settings → HUDHigh-fidelity widget showing alive player counts
Settings → HUDDisplay connection quality, latency, and packet loss
Settings → HUDOS media / Spotify overlay with EQ bars and controls
Settings → HUDBind key to play or pause media
Settings → HUDBind key to skip to next track
Settings → HUDBind key to go back to previous track
Settings → HUDDiscord
Show what you are playing under your name in Discord. Nothing leaves the machine except through Discord itself
Settings → HUD → DiscordRound Start
How a round is counted in: 0 plain numbers, 1 the light gantry, 2 a traffic light
Settings → HUD → Round StartHow large the lights are
Settings → HUD → Round StartWhere they hang, as a fraction down the screen
Settings → HUD → Round StartDraw the line you type into in our own face, under the chat
Settings → HUD → Round StartEnter interactive dragging/snapping design mode
Settings → HUD → Round StartClient
Which build you are running, where the pieces of the interface sit on your screen, and how big they are.
12 settingsGeneral
Which build this is, and whether a newer one is out. The answer arrives with the hello the client already sends every few minutes, so nothing goes looking for it; when there is an update, the version is named here with the address to get it from, and the game says so once per session as well.
Settings → ClientAdjust the client camera Field of View
Settings → ClientScale factor of the speed meter gauge
Settings → ClientHorizontal position of the speed meter
Settings → ClientVertical position of the speed meter
Settings → ClientScale factor of the rubber gauge
Settings → ClientHorizontal position of the rubber gauge
Settings → ClientVertical position of the rubber gauge
Settings → ClientScale factor of the brake gauge
Settings → ClientHorizontal position of the brake gauge
Settings → ClientVertical position of the brake gauge
Settings → ClientRestore default positions and sizes for all HUD gauges
Settings → ClientNoclip
Free flight for spectating and map making: the camera leaves the bike and goes where you send it.
16 settingsGeneral
Leave the bike and fly the arena freely
Settings → NoclipHide every hud element for a clean shot
Settings → NoclipFlight
Base movement speed in noclip mode
Settings → Noclip → FlightSpeed multiplier when slow key is held
Settings → Noclip → FlightSpeed multiplier while the fast key is held. A factor rather than a second speed, so raising the base speed raises the boost with it.
Settings → Noclip → FlightForward stays level with the ground however far you are looking down. A toggle rather than a key to hold, because holding a key to fly straight is the same problem by another name.
Settings → Noclip → FlightThe camera stops being a free flying thing and becomes a point on a sphere around the chosen player. The mouse walks it over that sphere, the wheel changes how far out it sits, and it keeps them framed while they move and turn underneath it.
Settings → Noclip → FlightHow far out the sphere sits from the player. The mouse wheel changes it too, while lock on is running.
Settings → Noclip → FlightMouse look sensitivity in noclip mode
Settings → Noclip → FlightAngular speed of orbit camera
Settings → Noclip → FlightDistance from orbit center to camera
Settings → Noclip → FlightHeight of orbit camera above target
Settings → Noclip → FlightCamera distance behind followed player
Settings → Noclip → FlightCamera height above followed player
Settings → Noclip → FlightLERP smoothing strength for follow camera
Settings → Noclip → FlightWaypoints
Show the waypoint list, or keep it out of the shot
Settings → Noclip → WaypointsA list that appears beside the free camera, never in a menu: a list you have to open a menu to read is a list you fly away from. Drag it where it suits, pull its corner to the height that shows as many marks as you want, and the list inside scrolls when there are more. Click a mark to fly to it, or the cross beside it to forget it.
In the game, while noclip is onUtil
The tools around the game: sound, recording, the media widget, and the small conveniences.
21 settingsGeneral
Stop drawing other players' machines, names and all
Settings → UtilStop drawing other players' walls - they still kill
Settings → UtilSearch every screen and switch from one field
Settings → UtilHow loud the menu's own sounds are
Settings → UtilVoice announcement pack on kill streaks
Settings → UtilChoose announcer pack style
Settings → UtilToggle clock rendering in the HUD
Settings → UtilUse 24-hour style for the clock
Settings → UtilToggle sparks generation on collisions
Settings → UtilUse clean white particles for sparks
Settings → UtilShowers per second while grinding a wall
Settings → UtilSparks off a wall come out as hearts
Settings → UtilHow many a scrape along a wall throws
Settings → UtilHearts drift up out of your own wake
Settings → UtilHow many are in the air behind you
Settings → UtilToggle particle explosions upon death
Settings → UtilA crash throws hearts instead of shards
Settings → UtilHow many a crash throws
Settings → UtilRender legacy crash explosion as a single vertical vector line
Settings → UtilTrigger sync commands when packet delay exceeds 1.2s
Settings → UtilKeybind to open the Mod Menu
Settings → UtilTheme
The colours of the client itself — the menu, the panels, the accents. Not the game, the furniture.
13 settingsGeneral
Enables cycling RGB gradient on top bar
Settings → ThemeEnables cycling RGB on all elements
Settings → ThemeControls velocity of hue rotation
Settings → ThemeToggle floating background particles
Settings → ThemeChoose particle shape (0=Dust, 1=Rain, 2=Stars, 3=Hearts)
Settings → ThemeToggle mouse repulsion on particles
Settings → ThemeToggle connecting lines between particles
Settings → ThemeToggle 3D parallax offsets for particles
Settings → ThemeUse a smooth blend between 2 colors
Settings → ThemeStarting color of the theme gradient
Settings → ThemeEnding color of the theme gradient
Settings → ThemeChanges the main window color
Settings → ThemeSets the transparency of the menu
Settings → ThemeSigning in to a server
Some servers keep accounts. When one asks who you are, the client asks you.
Name, password, and what to do with the password afterwards. There is no pointer in it on purpose — it comes up in the middle of a round, over a game you cannot steer — so everything is reached from the keyboard: Tab moves between the three, Enter signs in, Esc walks away.
Never — typed each time, kept nowhere. This session — held in memory until you quit, so rejoining the same server does not ask again. On disk — written beside your settings and still there tomorrow, in the clear, which the box says out loud when you pick it. Left and right arrows choose.
Not ours. These are the game's own global accounts, kept by whichever authority the name ends in, and the same ones any Armagetron client uses. Nothing about it goes through ilonium.dev.
Global chat
A chat room shared by everyone running the client, whatever server they are on.
One room, inside the client, open to everyone who has it. Ask for help, find someone to duel, say a match is starting. It is not tied to a server, so people waiting on different ones can still talk.
The client makes a key for itself the first time it runs and signs everything it sends with it. Nothing to register, nothing to remember, and nobody can speak in your name.
Owner, beta tester, moderator — given by staff on the server side and shown in the colour they chose. The client cannot ask for one, which is why nobody can award themselves anything.
The client says so, gives the reason, and for a mute, how long is left. A chat ban leaves the reports working; they are separate.
Counted on the server. Long enough to stop a flood, short enough that a conversation still feels like one.
Reports
The way to tell us something is broken without leaving the game.
Support tab, a subject, a description, send. No account and no email address. The answer comes back to the same key that sent it.
Your system, processor, graphics card, memory and disk go with the report. Almost every "it crashes" turns into an answer once somebody knows the driver, and this saves the round of questions.
Counted on the server, so it is the same hour for everybody. The screen shows exactly how much of it is left.
Pickup queues
Organised matches: you sign up, and when enough people have, a game starts.
Pick a queue, join it, and go on playing elsewhere. When it fills, everyone in it is told where to go and the match begins. It is how a community with fifty people online still gets proper eight-a-side games.
Three groups, so a first game is not spent against people who have played for a decade. The client shows them apart rather than as one long list.
Queues belong to the league, not to the client, so they need a league account — you make one on the league site, then log in from the client once. After that the queues are simply there.
On a full server, switch this on and the client keeps asking for a place, then takes the one that opens. No refreshing the list by hand.
Dashboard
Your own record, kept by the client.
Kills, deaths, longest life, distance ridden, rounds and sessions — locally and on servers both. It is your history, not a leaderboard.
The players around you, their pings and their logins, without opening the score table mid-round.
What the client tells us
One thing, every five minutes, and it is on the site for anyone to read.
The client says it exists, which build it is, and whether it is on Windows, macOS or Linux. That is the whole message. It carries no name, no address you could read off it, and no numbers at all — how many people are playing is counted on our side, from the hellos that checked out, because a client that cannot send a count is a client that cannot inflate one.
The hello is signed with the same key the chat and the reports use, and a signature that has already been sent is refused if it turns up again. Keys are free to make, so a crowd of new ones arriving from one address stops being counted after the first handful — quietly, because a refusal would tell whoever is trying where the line is.
ilonium.dev/stats — how many are on right now, today, this week, the month's busiest moment, the shape of the last day, and which builds and systems people are on.
The answer to the hello names the current build. If it is newer than yours the game says so once, and the Client tab keeps the version, what changed and where to get it. No separate check, no background downloading.
Chat commands
Typed into the game chat with a slash. These come from the game itself and work on any server that allows them.
Join a particular team, list the teams, or see who is on yours. This is how you get onto the side your friends are on instead of being balanced away from them.
Move yourself up or down inside your team. In fortress that decides who defends and who goes out, and on our servers everyone may do it.
Close your team to strangers and invite the people you meant to play with. The polite way to hold a spot.
Sign in with your global name so the server knows you are you. Needed for anything that remembers you between visits — ladders, tags, the sumo board.
A private line to one player, an action instead of a sentence, and a message loud enough for everyone including spectators.
Who is on the server and who can do something about it.
Start a vote or answer one. The client draws it as a screen you can read rather than a line that scrolls past.
Run a server command you have the rights for, and ask the server what it accepts.
Socials
Where the people are, from inside the client.
The community lives in a few places at once. This tab is the short list, so nobody has to hunt for an invite that was posted in a forum thread in 2014.
Shows where you are — menu, local game, or which server, with the score — under your name in Discord. One switch turns the whole thing off.