Console levers
Every lever below is a window.__* function installed at boot. A production build’s console
is silent, so load with ?diag (or __diag(true) and reload) to see printed output;
__logs() dumps the warnings and errors a silent build kept. The developer world keys (the
debug action category) fire only under ?diag, ?debugKeys or __debugKeys(true).
RPG state
__aura(): folded aura (virtue, order) and their tier words.__grantXp(n = 100),__grantGold(n = 100).__flightUnlock(on?):trueunlocks flight,falserevokes it; always reports the state.__hotbar(): the hotbar slots, level, known spells and the selected spell.__saveFlush(): capture and write the save now, and report the result.
NPCs and dialogue
__talkNearest(rank = 0): open a conversation with the nearest identified, living NPC (rank1, 2 and so on pick the next nearest).__llmPrompt(): the context the language model is handed for the nearest NPC.__llmMemory(): the NPC conversation memory and whether it has reached disk.__npcFollow(on?): toggle follow on the nearest living NPC within 40 m;__npcFollowClear()releases every follower.__agentWhy(n = 12): agent walls, pursuit and day life in values: wall contacts and walk-outs, route plans and give-ups, the guards on a confront, and the nearestnNPCs with their activity, day-life outing, pursuit mode and last wall contact. Counters are cumulative and reset on every call, so two calls bracket one observation.__agentTest(cmd):'setupChase'puts you inside a building and sets a nearby guard on you (the straight line between you is walled off);'status', idfollows that chase;'audit'reports how many NPCs and ground animals stand inside a wall (expect 0);'day'counts residents by outing;'calm'ends every fight.__agentWalls(on),__swimmerWalls(on),__npcPursuitNav(on),__npcDayLife(on),__wildlifeSpacing(on): switch each part of the agent revision for an A/B (all ship on).
Quests
__escort(): active escort quests and each subject’s state.__escortAccept(townId?): accept “The Lost One” from the nearest (or named) town’s giver (home body only).__escortCall(): call every wandering subject (skips the [E] call).__escortKill(): kill the companion to test the loss path.__gotoEscort(): teleport to 12 m above the subject.__bandits(): bandit camps on the active body with live, dormant and dead counts;__gotoBanditCamp(i = 0)teleports to 9 m from campi’s fire.
Creatures
__petNearest(): pet the nearest friendly animal.__creatureWhy(n = 8, reset = false): why creatures are doing what they do. Counters are cumulative: call withreset = true, test, then call again.
Intro
__intro(): beat, current line, timed-out beats, skip state, ground and voice gates.__landing(): the landing pick and whether the player stands on a road.__introSkip(): skip a running intro.__introReplay(): clear the intro-done flag and reload, which replays the intro.__introSequence(on): sets theintroSequenceflag (default ON) that decides whether a boot without the intro-done flag plays the intro. It is not saved, so a page reload resets it;?nointroturns the intro off for one load.__bakeIntroVoice(): the browser half ofnode scripts/bake-intro-voice.mjs(alsonpm run bake-intro-voice), which re-recordspublic/audio/intro/after a narration edit.test:introfails until the shipped manifest matches the script again.
Combat feature flags
__bowCombat(on),__spells(on): both default ON.
Props and buildings
__visitBuilding(view = 'inside', use?, kind?): teleport to the nearest active habitat’s inspection pose. Views:'outside','doorway','inside','upstairs','bedroom','lounge','hearth'. Uses:'inn','home','market','workshop'.__visitBuilding('lounge','inn')lands beside a tavern table.__propPackages(): package stream stats (packages, ready, structures, instances, per-LOD counts, shadow instances, draw calls) plus the current flags. To hide every package instance (colliders stay), boot with?diag&rf=propPackages:0.__propPackageShadows(on): package shadows (default ON; LOD2 never casts).__propPackageTextureMax(px): LOD0 albedo cap for packages loaded from now on (default 1024; 512 halves the VRAM).__propPackageLodBias(k): multiplies every package’s LOD thresholds. Default 0.3 (a 1 m chair stays LOD0 to about 12 m, LOD1 to about 50 m); 1 restores the authored thresholds. Shadow casters keep the authored LOD1 reach whateverkis.__propPackageLodFade(s): LOD crossfade time (default 0.35 s; 0 switches instantly).__propProbe(radius = 6): loose items, NPCs and decor around the player’s feet, plus the lit lamps.__standAt(pos, forward): teleport the player facing a direction.__meshPropStats(): loose-item mesh stats;livecounts the items in the world.
Written by release:site-sync from docs/rpg-next-steps.md at v2026.09.24. Edit the engine document, not this page.