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Escape Mode

The ball breaks out through a stack of rotating rings. Every control in Escape Mode Settings, including Time Trial, the ring counter and break effects.

What Escape Mode Does

Escape mode surrounds the ball with a stack of rings. Each ring has a gap. When the ball slips through the gap of the innermost ring, that ring breaks, and the ball has to find the gap in the next one. The rings rotate, so a gap is never where the ball last saw it. A ring counter tracks progress.

The ball never grows in Escape mode: a ball that swells while squeezing through a gap would get stuck, so size growth is switched off for this mode.

Picking Escape is open on every plan. Escape Mode Settings in the Engine tab unlock on Lite.

How Rings Break

A ring breaks in one of two ways:

1. The ball passes through its gap.

2. Shrink Mode is on and the ring closes in all the way to its floor (Minimum Radius Size). A ring that reaches the floor breaks by itself. This is what guarantees a run always finishes, even if the ball keeps missing the gaps.

With Time Trial on, there is a third outcome: the clock runs out, the run pauses, and it restarts two seconds later.

Settings in Basics

In Basics, the Mode settings tab shows these Escape controls. In Basics the Arena size you set is also the floor the rings shrink to, instead of Minimum Radius Size.

SettingName in EngineRange / optionsDefault
Number of ringsNumber of Rings1 to 10020
Gap sizeGap Size5 to 100 degrees30
Ring thicknessRing Thickness0 to 504
Gap patternPatternAligned, Random, Spiral, Fixed size, One side, StaggeredRandom
Ring spin speedRing Speed0 to 201
Space between ringsRing Spacing10 to 10010
Rings shrink over timeShrink ModeOn / OffOn

Core Structure

The rings themselves, and the optional Time Trial.

SettingWhat it doesRangeDefault
Static RingsRings keep their size and never shrink, even with Shrink Mode on.On / OffOff
Time TrialAdds a countdown. Breaking a ring adds time. If it reaches 0 the run restarts. Turning it on also turns on the HUD time display.On / OffOff
Start Time (s)Time Trial: the starting clock.5 to 300 s10
Time Addition (s)Time Trial: seconds added per broken ring.0 to 30 s (step 0.1)5
Time Addition Step (s)Time Trial: changes the bonus by this much per ring already broken. Negative means later rings pay less, so the clock tightens.-5 to +5 s (step 0.05)-0.1
Show Rings CountTime Trial: a small rings-remaining line under the countdown. Drawn only when the ring counter is centred.On / OffOff
Number of RingsHow many rings the ball must break. The main control on run length.1 to 10020
Gap SizeWidth of the opening in each ring, in degrees.5 to 10030
Ring ThicknessLine thickness of the breakable rings. 0 hides them, but they still block the ball. (Arts > Border Thickness is the outer arena line, a different setting.)0 to 504
Solid Outer RingDraws the arena boundary as a full, unbreakable ring that blocks the ball like a normal wall. Also found in Arts > Outer Layer & Boundary; it is the same setting.On / OffOff

Movement & Behavior

How the rings move.

SettingWhat it doesRangeDefault
Stop Rotation on HitThe first ring break freezes rotation for the rest of the run, so the remaining gaps stay where the viewer last saw them. Escape only.On / OffOff
Wide Ring SpacingA shortcut that flips Ring Spacing between 20 and 60. On whenever Ring Spacing is above 30.On / OffOff
Ring SpeedHow fast the rings rotate.0 to 20 (step 0.1)1
Ring SpacingDistance between neighbouring rings. Wide spacing gives the ball room to build speed; narrow looks like a dense onion.10 to 10010

Tip

  • In plain Escape mode (not Rhythmic Escape), press S on your keyboard to freeze or unfreeze ring rotation during playback.

Assist Systems

Shrink Mode and its helpers decide whether a run is guaranteed to finish.

SettingWhat it doesRangeDefault
Shrink ModeRings close in over time. A ring that reaches the floor breaks by itself, so every run ends.On / OffOn
Base Shrink RateHow fast the rings close in. Start low (1 to 3).0 to 10 (step 0.1)3
Dynamic ScalingSpeeds up the shrink as rings are cleared, up to 4 times the base rate near the end.On / OffOff
Minimum Radius SizeThe floor: the smallest the innermost ring shrinks to. Outer rings stop one Ring Spacing further out each.10 to 500200
Side GuardsAdds physical guards on the edges of each gap, so the ball cannot slip around the rim of the gap.On / OffOff
Gap SupportKeeps each ring at its own original slot instead of letting the whole stack close up, with Support Strength as an extra floor.On / OffOff
Support StrengthShown with Gap Support: the extra floor distance.10 to 50050

Gap Configuration

Where the gaps sit and which way the rings turn.

SettingWhat it doesOptions / rangeDefault
PatternALIGNED: every gap at the same angle. RANDOM: each gap at a random angle. SPIRAL: each gap a little further round than the one inside it. FIXED SIZE: like Aligned, but every gap is the same width in pixels, so outer gaps are narrower in degrees. ONE SIDE: gaps on one side, same as Aligned. STAGGERED: gaps alternate between two opposite sides.ALIGNED, RANDOM, SPIRAL, FIXED SIZE, ONE SIDE, STAGGEREDRANDOM
Spiral TightnessShown for SPIRAL: how far each gap turns from the one inside it. Small values give a smooth spiral; large values scatter the gaps.Default 0.15, slider 1 to 500.15
Rotation ModeALTERNATING: neighbouring rings spin opposite ways. CLOCKWISE / COUNTER CLOCKWISE: all rings one way. NONE: no rotation.ALTERNATING, CLOCKWISE, COUNTER CLOCKWISE, NONECLOCKWISE
Opposite GapsHow many of the innermost rings have their gap flipped to the opposite side.0 to 40
Opposite SizeGap width, in degrees, for those flipped rings.5 to 10030

HUD Display: the Ring Counter

The number that shows how many rings are broken (or left).

SettingWhat it doesRange / optionsDefault
PositionWhere the counter sits. FOLLOW BALL moves with the ball.CENTER, TOP CENTER, BOTTOM CENTER, FOLLOW BALL, NONEFOLLOW BALL
Count Down (Countdown in Time Trial)Counts down to 0 instead of up.On / OffOff
OffsetVertical nudge in pixels.-500 to 500-40
Text ScaleSize of the number.0.1 to 50.4
OpacityTransparency of the number.0 to 10.4
Text ColorNumber colour (ignored while Use RGB is on).ColourWhite
Use RGBCycles the number through rainbow colours.On / OffOn
Border ColorOutline colour.ColourBlack
Use RGB BorderRainbow outline.On / OffOff
Border WidthOutline thickness.0 to 200
Font WeightThin to Black.Thin, Light, Normal, Medium, Semi-Bold, Bold, Extra-Bold, BlackBlack
Shadow ColorDrop shadow colour.ColourBlack
Shadow BlurDrop shadow softness.0 to 500
Font FamilyTypeface of the counter.22 fonts, from Inter to ImpactSpace Grotesk

Ring Pattern Studio: Ring Colours

How the rings are coloured.

SettingWhat it doesShown forDefault
Pattern ModeRAINBOW, ALTERNATING, GRADIENT, UNIFORM or INDIVIDUAL colouring.AlwaysRAINBOW
Spectral DensityHow quickly the rainbow cycles across the rings (0.1 to 50).RAINBOW1
Prism Start / Prism EndThe two colours that alternate or blend across the stack.ALTERNATING, GRADIENTRed / White
Shell ColorOne colour for every ring.UNIFORMBlue
Layer ProfilesTen colour slots, one per ring, repeating outward.INDIVIDUALBlue

Camera & Zoom FX

Zoom FX moves the camera as rings are cleared, so a big stack still fits the frame at the end.

SettingWhat it doesRangeDefault
Zoom FXTurns the ring-progress zoom on.On / OffOff
Zoom MaxThe zoom reached when every ring is gone. Below 1 zooms out (the default 0.5 shows twice the area). Above 1 zooms in.Default 0.5, slider 1 to 50.5
Zoom SpeedHow quickly the camera eases to the target.0.01 to 10.05
AccelerationListed in this group; it does not change the run in the current version.On / OffOff

Destruction & Visual FX

What a ring break looks like.

SettingWhat it doesRange / optionsDefault
Break AnimationThe effect a ring breaks with. Grouped as Shatter & Pieces, Explosive & Force, Cosmic & Gravity, Energy & Light, Abstract & Grid, and VFX & Particles.About 50 animations, or NONEPHYSICS SHATTER
Shield Break AnimationRhythmic Escape only: the effect when the shield ring breaks.Same listSupernova
Blast DurationHow long break effects stay on screen, in ms.200 to 30001000
Blast LimitMost break effects on screen at once; the oldest are recycled. The biggest lever on smoothness in break-heavy runs. 100 to 200 is safe.5 to 1000200
Shatter ForceHow hard broken pieces are thrown.Slider 1 to 50100
Shatter GravityHow fast broken pieces fall. The default gives a normal fall; slider values (0 to 2) make pieces float.Slider 0 to 2500
Blast ColorColour of the break effect.ColourRed
Match Ring ColorBreak effects take the colour of the ring that broke.On / OffOff
Cancel Prev BlastRemoves the previous break effect the moment a new ring breaks. Useful for fast runs.On / OffOff

Progressive Break Stages (Sounds)

At the bottom of the panel, Progressive Break Stages lets the ring-break sound change as the run goes on. With it off, every ring uses the global break sound ("Global Sound Only").

Each stage covers the run "Until X % Gone", meaning until that share of all rings is broken. Example: a stage set to 30 plays for the first 30% of the rings. The last stage extends to 100%. A coloured bar previews the stages.

  1. 1Turn Progressive Break Stages on.
  2. 2Click Add Sound Stage. Each new stage starts 20% after the last one.
  3. 3Set "Until ... % Gone" (1 to 100) for the stage.
  4. 4Choose FX (a sound from the library) or User (one of your uploaded sounds), then pick the sound.
  5. 5Press the play button on a stage to preview it, or the cross to remove it.
  6. 6Optional: type a name under Zone Presets and click SAVE to reuse this set of stages later. Click a saved preset to load it (it replaces the current stages).

Recommended Setups

Change one setting at a time: Number of Rings, Gap Size, Ring Speed and Ring Spacing all interact.

GoalSettings
Quick, satisfying breakout10 to 15 rings, Gap Size 40 to 60, Ring Speed 1 to 2, Shrink Mode on.
Long, tense run30 to 50 rings, Gap Size 15 to 25, Rotation Mode ALTERNATING, Dynamic Scaling on so the end speeds up.
Countdown clipTime Trial on, Start Time 10, Time Addition 3 to 5, Time Addition Step -0.1, ring counter Position CENTER with Show Rings Count on.
Hypnotic spiralPattern SPIRAL at the default tightness, Rotation Mode CLOCKWISE, Ring Pattern RAINBOW.
Big stack that stays framedZoom FX on with Zoom Max 0.5.

Common Problems

The fixes for the problems people hit most.

ProblemLikely causeFix
The run never endsShrink Mode is off (or Static Rings is on) and the ball keeps missing the gaps.Turn Shrink Mode on and Static Rings off. Rings that reach the floor then break by themselves. Or widen Gap Size.
The run ends in a secondToo few rings, gaps too wide, or a fast shrink.Raise Number of Rings, narrow Gap Size, lower Base Shrink Rate or turn off Dynamic Scaling.
The ball stalls or crawlsLow bounciness or speed in the Physics tab.Set Bounciness near 1 and check the ball speed limits in Physics > Ball.
A full ring never breaksSolid Outer Ring is on: it is an unbreakable arena wall.Turn Solid Outer Ring off.
Rings pile up at the same sizeMinimum Radius Size is large compared to your arena.Lower Minimum Radius Size, or turn on Gap Support.
The ball slides round the edge of a gapThe ball skims the rim of the opening.Turn on Side Guards.
Changing Ring Thickness seems to do nothing to the outer lineArts > Border Thickness is the arena boundary, not the rings.Use Ring Thickness here for the breakable rings.
Playback stutters when many rings breakToo many break effects at once.Lower Blast Limit to 100 to 200, or turn on Cancel Prev Blast.

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