Settings
Players change their settings in the in-game Settings menu, and their choices are saved. Config > Settings sets what a new player starts with. The server checks every value before saving it.
Saved Settings
| Setting | Tab | Values (default first) | What it does |
|---|---|---|---|
quickResetDelay | Gameplay | 1 seconds, 0–3, then Off | How long to hold the restart key. |
restartOnDeath | Gameplay | false | See Dying And Resetting. |
highFPSPhysicsFix | Gameplay | false | Steadier physics at very high frame rates. |
fpsCap | Gameplay | "Off", or a rate from fpsCaps | See FPS Cap. |
towerLoadingBehavior | Gameplay | "Unload Towers", "Load All", "Unload All" | Which towers stay loaded. Unloading makes the game lighter. |
invisiblePlayers | Gameplay | "Off", "Not Friended", "Everyone Else", "Near", "You" | Hides other players. |
keyDisplayLimit | Gameplay | 5, 0–20 | How many recent key presses the key display shows. 0 hides it. |
alignmentButtons | Gameplay | false | Camera alignment arrows. Touch devices only. |
emoteButtons | Gameplay | false | The on-screen emote picker. The emote keys work either way. |
fpsDisplay | Visual | false | The FPS counter in the topbar. |
hideTimer | Visual | false | Hides the run timer. |
hideUI | Visual | false | Fades the menu buttons while climbing. See Hide UI. |
flipIndication | Visual | true | Shows where a corner flip would put you. See Flip Indication. |
extendedCompletions | Visual | false | Shows and counts event towers, closed places and rushes on the Completions chart. See Extended Completions. |
hideDisabledItems | Visual | false | Hides switched-off backpack items instead of greying them. |
hideCosmetics | Visual | "Off", "Everyone Else", "Yours", "All" | Hides trails and auras. |
hideBubbleChat | Visual | false | Hides chat bubbles. |
transparentAccessories | Visual | false | Fades your own hats and hair when the camera is close. |
musicVolume | Audio | 0.5, 0–2 | Music volume. The slider's stops are musicVolumeSteps, in percent. |
audioVisualizer | Audio | "Off", "Low", "Medium", "High", "OMG Why", "AAAAA" | Camera shake with the music. |
alignmentDot | Misc | false | Shows the alignment dot, the dot frame in the menu's ScreenGui. |
mobileDPad | Controls | "Off", "Mode 1", "Mode 2" | An on-screen D-pad. |
checkpointCamera | Checkpoint panel | true | Going to a checkpoint also turns the camera back. See Practice & All Jumps. |
checkpointTransparency | Checkpoint panel | 0.5, 0–1 | How see-through checkpoint markers are. |
To add a setting of your own, see Adding A Saved Setting. It takes one entry in Config > CustomSettings.
Dying And Resetting
What a death does depends on Restart on Death (restartOnDeath):
- Off (default): dying in Normal mode ends the run. In All Jumps and Practice it returns the player to their last checkpoint, or the tower's spawn.
- On: any death in a tower restarts it from the bottom, in every mode, straight away.
Roblox's Reset button counts as a death. It is handled by StarterPlayerScripts > Client > Towers > ResetButton; don't remove it, or the button stops working.
FPS Cap
Settings > Gameplay > FPS Cap limits the frame rate. The FPS Cap Increase and Decrease keys change it without opening the menu.
The options are fpsCaps in Config > Project:
fpsCaps = { 60, 75, 90, 144, 165, 240 },Off is always the first option and can't be removed.
With FPS Display on, the topbar counter shows the cap under the frame rate:
FPS: 58
CAP: 60It reads CAP: OFF when there is no cap.
Capping costs CPU
Roblox gives games no real frame cap, so the kit holds frames back by keeping the CPU busy. Leave the default at Off; Off costs nothing.
Keybinds
| Key | Default | Does |
|---|---|---|
quickRestart | R | Restart the tower. |
cornerFlipKeyboard | F | Corner flip. |
cornerFlipController | ButtonX | Corner flip on a controller. |
allJumpsPlace | E | Place an All Jumps checkpoint. |
allJumpsTeleport | Q | Go to it. |
allJumpsRemove | V | Remove it. |
fpsIncrease | Equals | Raise the FPS Cap. |
fpsDecrease | Minus | Lower the FPS Cap. |
emotes | dance2 = T, laugh = Y, cheer = U | One key per emote. |
Give every action its own key; the Output warns about two sharing one. To add a keybind of your own, see Adding A Saved Setting.
Emote keys
Each emote in keybinds.emotes must also be in emotes in Config > Project, and needs an InputAction named Emote_<name> in ReplicatedStorage > AscentInputs > Gameplay. Copy an existing one.
To let players rebind it, add a row to SettingsMenu > ControlsFrame named after the emote with a capital first letter (Dance2), with a SettingsName label and a KeybindButton, like the other keybind rows.
Spectating
The spectate panel's PlayerFPS shows the watched player's frame rate, or FPS: -- if it hasn't arrived. SpectatorCount shows how many are watching that player, and hides when nobody is; it's optional. The music follows the watched player's music zone.