q -=Hotkeys=- WASD - Movement Hold Space and move SETitem slider to change tile, release Space to place the tile QE - World Rotation. Z - Item Give Menu. Horizontal arrow keys - Rotate camera Scroll wheele - Scroll trough Item menu Arrow Down - Reset camera - and = - Zoom C - Respawn. B - Debug. 3 - Damage Effect. Y - Simply Perish. Aim mouse and click a nearby tile to interact with it. You might need some kind of tool for most interactions. -=Inventory=- Drag & drop items above the hotbar to toss it. Hover on item and click it to equip. The equiped item moves to a Hand slot in bottom right corner, click on a Hand slot to Dequip. Tossed item will be dequiped. Hover on item and hold Q to toss the item. (Tossed items are look like bags with a tag when you hover your mouse on it) Hover on an item and hold E to eat. (Pointless, because there's no hunger or life system) Hover on an item and Hold P to destroy it. (Completely deleted item from inventory, you are Not Tossing it.) If you have a harpoon equipped, press H to shoot. -=Additional=- Freecam toggle - Disables lighting system and allows you you to detach camera from yourself, however, you can't load any tiles in this mode. Frame mode - Nothing else but decoration for screenshots and a way to make the game look fancy. -=Interactions=- You can burn some tiles using torch. You can mine some tiles with an instruments and get resources.
Just publishing some of my old prototypes before I leave scratch completely. Most of them unfinished, but anyway... You can modify it however you want. Make it better. All stuff you see in game were made by Me in Krita (2020-2021). Game might lag over time... I'm aware, just re-load web page, I will never fix that. Darkness theme - Maretu (Fried Eye) For modders- There's a TAG system for items and tiles (Tags must be a part of a sprite name) -=Tiles' TAGS=- item Shows a tooltip on mouse hover (from the ParamsOfTiles list) \c\ Collectable item. Should contain a ( arg for an item go get, example - ***\c\(grass ' Tile will be destroyed while clicked. (Any Tool Tag) Tile will only be distractable with this tool that applies a tag required to destroy, for example sprite contains =p tag (pickaxe) it will only be destructable with a pickaxe (if no ' tag applied) =t Tile can be burned by torch. -s Removes the shadow. ;W; Applies wind effect. {NR} Applies static tile rotation, tile will always be waced at north, however you rotate the camera. [H] Moves the tile on a background, behind all the others. 7 Tile emmits light. (+1 in "LightSauses" list) -=Items TAGS=- z First letter for any items. (zpple - Apple) = Marks item as a tool, can be equiped (might be used for a multiple tools in one name, example =p=h Pickaxe and Hoe in one) Must NOT have anything but =* and One letter to be applied as a tool. + Marks item as a wearable clothes. If there's no such an item with a name or you made a wrong tags, a placeholder will be used instead (doll with a skull) N] Disables random sprite mirroring. All equipable items must be in "itemInArm" sprite with the same names, else it might lag the game. -=Summoning a particle=- set pYemits and pXEmits to a sprite pos, then set "Particle type" to anything you'd like, and then spawn a clone of "ParticleEmmiter" sprite. -=Status effects=- Set "Status" to 1-9 and then call "Effect" event. (Only shows an icon of you being injured. Makes no effect on a game) (ed 2026, eh, i came up with this injury system before scav prototype did, isn't it funny?~)