Blob 1 colour (other players see it online)
Blob 2 colour (other players see it online)
Auto keeps Blob 2's original contrasting colour. Both choices are saved on this device. The local override uses the My cells colour in Video & Graphics > Colours & fonts; it does not change what other players see.
Available to everyone. Other players see this colour on your new throws online. Existing pellets keep their colour; reset blobs stay grey-white.
Like Blob mobile: cells grow and shrink smoothly on screen instead of jumping. 0 = off (only the "Growth smoothing" eating setting still smooths growing). +5 = fast and snappy, -5 = slow and smooth. Drawing only: it never changes the physics.
FPS limit, smoothing, text sizes and visual effects are in Video & Graphics. Button and panel positions are in Controls > Edit button layout.
Start with the camera and growth zoom on Blob 1 while controlling either blob. If the viewed blob dies, the survivor becomes the main POV, even after the other blob respawns. A full reset or both blobs dying starts again with Blob 1. Off by default; saved on this device.
Single-player · Latency: --
To change lobbies, use Leave lobby above. Your settings will stay saved.
Generate and copy a code on your PC, send it to your tablet, then paste and apply it here. The code remembers its section: only that section is replaced. Everything includes your name, graphics, touch layout, keybinds and physics. It does not include admin keys, online permissions or the current match. Defaults are unchanged. Codes are snapshots: generate a new one after changing settings. Physics codes use your saved single-player rules; import Physics / Everything in single-player.
Code groups stay compatible with existing codes: quick display switches, size animation speed and the local colour override are in Graphics codes; Blob 1 POV and name markers are in Controls codes; the slowdown radius is in Physics codes. Use Everything to copy all of these together.
The Show FPS switch is in Main > Quick display settings.
Measuring your screen...
Far right = Unlimited (as fast as your screen refreshes). Lower values save battery. Physics always runs 60 steps per second.
Draws cells part of the way between physics steps so motion looks smooth above 60 FPS. Drawing only: it never changes the physics.
Online, other cells glide from one server update to the next (updates come every 50 ms). 50-80 = smooth. Lower = closer to the real spot but jerkier; higher = smoother but further behind.
Example arena. Adjust the sliders to see the changes here.
Grid colour (your screen only)
Mass shows as 481, 1.2k, 12.8k. 100% = normal size.
Your screen only. Names and mass have separate sizes and on/off switches for you, players and bots. Cell opacity does not fade text. All cells fades everyone together; leave it at 100% for independent opacity control. Works offline and online.
The same display setting as in Physics. This only shows the zone; it does not change when you get eaten.
Show / hide chat, map and leaderboard in Main > Quick display settings.
Preview of the chat. Opacity changes only the messages; the "Enter = chat" hint stays. The chat panel's own place, size and fade are in Controls > Edit button layout.
Chat and map are also on the icons at the top right. Move, resize and fade every panel and text (leaderboard, name & mass, top icons, key help) with Controls > Edit button layout.
On by default: E or the touch button spawns the missing blob, otherwise switches to the other blob. Tab also performs this combined action. The separate touch Spawn button is hidden. Turn off for separate Spawn and Switch controls.
Change PC shortcuts in the Keybinds tab.
Switching changes which blob receives movement, Split and Feed. The inactive blob keeps moving in its last direction until you control it again. Held actions are cleared. Blob colours and the mass HUD still identify each blob when name markers are hidden.
Aiming while frozen
Straight axes (default): aim snaps to left, right, up or down, like releasing the joystick. Free aim: aim in any direction, like before. Both stop mouse/joystick movement but let you change aim, feed and split. Split pieces slowly gather to their middle and merge back while you hold freeze (like aiming at the middle); a single cell stands still. Split launches work normally. The button lights up while frozen.
Joystick side
Swaps the joystick and the action buttons to the other side.
Move, resize (10-1000%) and fade each button, panel and text. Duplicate gameplay buttons or joysticks up to 3 copies each; panels cannot be duplicated. Disable unwanted controls and enable them later without losing their positions. Pick "All" to resize or fade everything. 0% opacity is invisible but still pressable; Disable makes a control inactive.
Picture shows a cell of
Aim this close to the middle of your cells (mouse, finger or joystick) and they stop. 0 = off. The zone is measured on the screen, so it looks smaller next to a big cell. The picture uses your current zoom (and auto zoom) and shrinks to fit when needed.
Screen pixels from your active blob's centre. Movement smoothly slows more strongly as your aim approaches the stop zone; the existing stop zone remains a full stop. Larger radius = earlier slowing. Set 0 (or no larger than the stop zone) to turn this extra slowdown off. Applies to mouse and touch, solo and online; split launches and feed aim are unchanged. Show stop zone below displays both rings: blue = slowdown begins, gold = full stop.
Click a key to change it, or Add key to give the same action another shortcut. Then press a key, a mouse button (left, right, middle, side buttons 4 / 5) or scroll the wheel up / down. Remove deletes an extra shortcut. Escape cancels. Left / right / middle click and the wheel only count on the game area (menus and buttons still work normally); a bound wheel direction replaces zoom for that direction. Each input can belong to only one action. Typing in chat or number boxes never triggers actions.
Gameplay rules for blobs, merging, feeding, splitting and eating. Personal stop-zone and slowdown controls are in Controls; FPS and local visual effects are in Video & Graphics.
Physics: local
Turn on test mode (flask icon, top right) to open the Split lab sliders.
Split lab (test mode). These sliders change preset 4 only; presets 1-3 never change. Everything is applied the same way to LOCAL and SERVER physics. The tick box before each slider switches it on or off: OFF uses the Main value instead, and your slider value is kept for when you switch it back on.
How hard the child is shoved at the start. 100% = as designed.
How far the child glides before it settles (distance, not speed). The slowdown is calculated for you from speed and travel, so these two do not fight each other.
How much of the parent's current launch speed a new child keeps during rapid splits. 0% = every child only gets its own fresh push.
End of the split (separation push, after the launch). The launch sliders above shape the start. These three shape the END: how long the slow part lasts, how quickly the end speed builds up, and how fast the pieces finish separating. They do not change the launch. Main settings: 250 ms delay, 200 ms fade-in, 1500 units/s.
Only the launch moves the pieces for this long. After it, the end push begins. Longer = longer slow-motion part.
How long the end push takes to reach full speed. Short = snaps into the fast part. Long = gradual speed-up. Always smooth (no jump).
Top speed per piece while they finish separating (world units per second). Two pieces move apart at up to twice this. It slows down by itself as the pieces stop overlapping. Above about 2500-4000 (bigger cells = higher) it stops making a difference: the push can never fix more than half the overlap per frame.
Pull-back (cohesion). Your pieces are slowly pulled back toward their middle: 170 units/s each when you are not steering, 45 when steering. Main settings: 0 ms delay, 0 ms fade-in. Tip: with a long slow part, start the pull-back AFTER the end push has started, or it pulls the pieces back together during the slow part.
The pull starts this long after Split. If it starts while pieces are still separating, it fights the push and they can stay stuck overlapping.
0 ms = the pull switches on at full strength in one step (a small sudden brake). Higher = it grows in smoothly.
Main physics: 46% pull, 3000 ms fade-in, 42% slowdown, 1268 ms wait, instant merge on. These affect your own pieces, offline and online (Co-Admin/Owner). Normal pull means drift toward your group, not mouse/joystick speed or the Q button pull.
100% = original full pull; main setting is 46%. 0% removes the normal pull, but steering can still bring pieces together.
Smoothly changes from the old pull speed to your selected speed when pieces become ready. 0 = immediate change.
Fades normal pull down as ready pieces overlap. Main setting is 42%. 0% = no slowdown; 100% can stop the pull at half coverage.
Applies to new splits only. Main setting is 1.268 seconds. Tap the number to type seconds, including decimals.
On = the merge we just added. Off = the older deeper, gradual absorption. Does not change eating other players.
Single-player: saved on this device. FFA Multibox (Beta): shared by everyone; Co-Admin / Owner can change these during the match. Other multiplayer lobbies ignore these sliders. Reset returns only the three sliders to 100%.
Offline: saved on this device. Online: shared by this lobby; only Co-Admin / Owner can change these rules. Online changes last until the lobby closes. Viruses are excluded from split-lab diagnostics.
Online these are server-wide rules; only Co-Admin / Owner can change them. Turning the mode off prevents new second blobs; existing blobs stay playable until they die or reset.
Spawn distance is measured from the active group's outer edge to the new blob's edge, so growing larger does not block spawning by itself. Arena borders and other cells can still block a spawn. Starting mass changes affect future spawns only. With no cooldown, repeated spawning can generate mass: use a cooldown for normal play. E spawns near your aim, Tab switches.
Off by default. On: the Reset button / R leaves one grey-white blob at each piece's position with all of that piece's remaining mass. It uses the same "How deep before you die" coverage setting below, measured across the smaller circle: 50% means the larger circle's edge reaches the smaller one's centre. A smaller cell can collect a huge blob by entering it far enough, without reaching the blob's centre or meeting the extra-mass rule. Existing feed stays either way. The /reset command still clears the whole arena. Online, this is a shared server rule.
On (default): even a newly spawned cell can eat a pellet wider than itself. Off: the cell must be at least as wide as the pellet. Applies to all thrown pellets and collectors, including bots and your own pieces; normal food is unchanged. Online, this is a shared server rule set by Co-Admin/Owner.
Your offline game, or your own throws online (Co-Admin/Owner only). Starts with the existing feed physics. Each piece throws separately. Changes affect new pellets, not pellets already flying.
Starts at radius 11 (22 units across). Changes the picture and hitbox. Mass cost and received mass scale with pellet area: twice as wide = four times the mass. Pellets already thrown keep their size and mass.
Each piece must reach this mass before it can throw (starts at 5). It must also have enough to pay the size-adjusted mass cost and keep at least 3 mass.
0 = straight at your aim. Higher = a wider random fan. 60 degrees means up to 30 degrees either side. Does not increase throw speed or mass.
0 = off (original stacking). Higher = overlapping feed pellets separate faster. Try spread 30 degrees and push 100. Only pellets thrown with push enabled repel one another; changing this affects new throws. Reset blobs stay still.
Lower slowdown = pellets travel farther. Higher = they stop sooner. Starts at speed 500 and slowdown 1.6.
While holding Feed/W. Lower = faster feeding. Starts at 80 ms.
Speed, size and mass sliders give lower values more room; the high maximums are still available at the right end. Tap a number to type an exact value. Arrow keys change the value by 1 (base mass by 0.1).
At the starting size: 2 mass lost and 85% received gives 1.7 mass. At radius 22: 8 lost gives 6.8. 100% means no mass lost in transit. Pellets can feed players, bots or your other pieces. The throwing cell still waits 500 ms to collect its own pellet.
Eating other players only happens online. Join multiplayer and type /bot1k in chat to get a still bot to practise on.
How much of the smaller cell must be covered before it is eaten. 0% = as soon as the edges touch, 50% = the big cell's edge reaches the middle, 100% = completely inside. Old setting: 27.5%.
Player arena borders are separate from eating depth: up to 30% of your cell's diameter can go outside. If a giant cell cannot fit between opposite borders, it stays centred on that axis instead of shaking; it can still move along the other axis.
The eater needs this much more mass than the cell it eats. Each cell counts by itself (after a split, your pieces are smaller). Old setting: 25%.
| Cell mass | Eaten by cells of | Can eat cells up to |
|---|
The bigger cell must also go deep enough (the red death zone above) to eat.
Only changes how eating looks, never who gets eaten. 0 = off. Like the rules above, these are for everyone: online only Co-Admin and Owner can change them, everyone gets them straight away, and the server remembers them after a restart.
An eaten cell slides into the middle of the eater and shrinks over this long, instead of vanishing.
How much the eaten cell fades out while it is swallowed. 0% = stays solid.
A cell that suddenly gets bigger (it ate someone) grows over this long instead of in one jump.