BeamNG.Earth
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1분 만에 확인하기README 전체를 불러오는 중입니다. 아래는 저장된 발췌입니다.
A roguelite neon shooter — solo, local co-op for up to 4 on one keyboard, or online co-op for up to 16 friends.
1. Everyone opens the link above.
2. One player clicks ONLINE CO-OP → HOST A GAME and shares the 4-digit room code.
3. Everyone else clicks ONLINE CO-OP → BROWSE PUBLIC GAMES and picks the room, or JOIN WITH A CODE and types the code. Sharing a computer? Set PLAYERS ON THIS PC first (they split the keyboard like local co-op).
4. Pick your ship right in the lobby (CHANGE MY SHIP) — the host presses START. Public games can be joined even after they start.README 전문 보기 ↗A roguelite neon shooter — solo, local co-op for up to 4 on one keyboard, or online co-op for up to 16 friends.
▶ Play: https://trickernoxics14.github.io/neon-drift/
Dropped out? Your browser remembers the room you got into for an hour, and the ONLINE CO-OP screen puts REJOIN ROOM #### at the top (or press R). If the game is still running, you come back to your own ship's place, as long as it's still free: the host keeps your place for ten minutes after you drop. Your ship starts fresh, though, since upgrades are not saved for a rejoin. Nobody else can take your place in a private game. A player the host kicked can't come back into a running game.
Want to play with anyone? HOST A PUBLIC GAME puts your room on BROWSE PUBLIC GAMES, where anyone can join, even after the game starts. Every public room now announces itself. The list used to be kept in one random player's browser, so a single player on a VPN or a strict network could make every public game disappear for everyone. Now a room only fails to show up if your computer can't reach it (and then you couldn't have joined it anyway).
The host is in charge of who's in the room: ✕ next to a player in the lobby (or PLAYERS & ROOM in the in-game menu) removes that player's computer (it asks twice, so a stray click can't do it), and the room can be locked or switched between public and private at any time without kicking anyone already playing.
Playing with friends far away (other countries) works better now: busy fights no longer freeze guests' screens, the game smooths things out more on bumpier connections, enemy bullets are shown where the host will check them so dodging feels fair, and guests see their PING in the bottom-left corner (green under 120 ms, yellow under 250, red above). The lobby shows every player's PING in the same colours (on a phone, as a coloured dot). With many players the host's internet upload matters most, so the player with the best connection should host.
If joining doesn't work: make sure you all refreshed the page (Ctrl+F5) so you have the same version (the ONLINE CO-OP screen shows the online version, now 7), and know that a VPN or a strict network (like school Wi-Fi) can block the connection between two computers. The ONLINE CO-OP screen checks your connection and warns you if it looks blocked. Joining gives up with a message after a few tries instead of loading forever.
12 ship classes, all free (each with stronger MK II to MK V versions to unlock), each with its own ability · 33 upgrades · 34 enemy types · 22 boss fights (each solo boss has its own gimmick, plus team bosses and a nightmare final boss, THE ABYSS) · 8 upgrade evolutions · ships that evolve as you power up · ship mastery · elite zones in Endless · co-op Link Beams · a mid-run shop · elite enemies · three secret bosses · 8 kinds of TURBULENCE · Standard, Endless, Boss Rush & MOH modes · 16 Hangar upgrades · 13 ship skins + 29 cosmetics (trails, bullet colors, kill effects, pets) · a boss gallery · a secret zone · Boss Rush medals · 8 hidden golden shards · 47 achievements · online quick chat (1–4) · an original soundtrack (below)
Every ship is free. Each one also has a MK II (a stronger version with gold trim), and after that MK III, MK IV and MK V, bought in order with shards. Each one keeps everything the MK II has and pushes it further:
Pick the version on the ship screen (press V to cycle through them). Own every MK III for the Armada trophy, and any MK V for Fully Loaded.
Every ship has one ability on a cooldown (the MK II's is stronger and comes back faster):
Some upgrade cards power up abilities. Quick Charge, Aftershock, Adrenaline and Kill Charger work for every ship. Each ship also has its own card that changes how its ability works: Mending Nova, Afterburner, Shockwave Fortress, Flak Storm, Overcharged Rail, Guardian Pulse, Phantom Blades, Hive Mind, Bloodthirst, Speed Loader, Payload and Overseer. A ship's card only shows up when someone is flying that ship.
Every ship levels up from 1 to 5 stars as you fly it, earning XP equal to the shards each run pays. Levels 2 to 4 pay bonus shards. Level 5 unlocks that ship's Signature trail, a twisting ribbon in its colors with ghost copies of the ship inside it. Equip it under Hangar → Skins & Cosmetics → Trails.
Fly close to a teammate for 3 seconds and a tether charges between you. When it's full, you fire a Link Beam together: a huge column of light that shreds everything above you.
The more upgrades a run piles up, the more every ship transforms: Form II at 6 upgrades (blades of light on the wings), Form III at 12 (a ring of energy circles the ship), and the Final Form at 18 (a burning halo and a white-hot core). Each form also hits a little harder.
Before a run, press X on the menu (or in an online lobby, as the host) to switch on TURBULENCE: Glass Cannon, Behemoths, Hailstorm, Horde, Closed Shop, Slim Pickings, Powerless and Blackout. Each makes the run harder and pays extra shards, and they stack.
30 songs. Every zone has two songs, and each run picks one of them. The menus, the hangar, the shop, the route map, team bosses, the final boss, all three secret bosses, victory and game over each have their own song too.
The style is heavy rock in space: distorted guitars in both ears, a growling bass and big drums, with a bamboo flute, a koto, bells and taiko drums on top and lots of echo. When a boss shows up, the song turns into metal: galloping riffs, double bass drums and a lead guitar. When the boss gets enraged, it becomes an even heavier remake: much faster (160–196 BPM), darker, with drop-tuned guitars, twin lead guitars, blast beats and a breakdown.
THE ABYSS has its own song, Flamewall, made by the game's creator. It's a recording (abyss.mp3) that loops through the whole final fight. The secret bosses have recorded songs too: Death for the first one (zero.mp3), and Doki Doki for the pink one (doki.mp3). The Glitch Sector plays Normal World (glitch.mp3).
Listen to any song in the Music Room (Settings, or press J on the menu), and press B there to switch between its rock, metal and rage versions. Except for those three recordings, all the music is played live by the browser from notes written in the code.
The Settings screen has a MUSIC VOLUME and a SOUND VOLUME (0%, 25%, 50%, 75% or 100%, each its own), and a TIPS & HINTS switch that hides the tips shown on screen (boss hints included). Your settings are kept in your browser.
Regenerating bosses: leave a boss alone for about 4 seconds (1.4 in MOH) and it starts to heal (2% of its health per second, 3% in MOH), with a green REGENERATING tag on its health bar. It never heals past its next phase mark (the 50% enrage, THE ABYSS's phases...), so a phase is never undone, and any hit stops it at once. Keep shooting!
Every boss has its own shape. VERITY is a glossy yellow smiley sphere, the all-knowing helper from ThatMob's Something series (a fan tribute). It knows where you are going rather than where you are, its orbs home in on you, and it heals while you ignore it. Enraged, it turns red, swells up and POSSESSES you with rings of orbs. As a pet it smiles, and frowns when you're on your last life. The 6-7 is a yellow block with a 6 and a 7 that take turns shooting from their own side (enraged, it throws rings of bullets: 6-7!). The Warden is a fortress shield, Hexcore a hex nut, Stormcaller a storm cloud, The Hive a beehive, Phantom a ghost, Chronos a pocket watch, The Oracle one giant eye, and so on. The team bosses get their own shapes too: stars, a sun and a crescent moon, cut gems, a sword and more.
At half health a boss gets ENRAGED. It roars, blows away the bullets around it, and transforms in its own way. The Warden's shield plates burst off and its battlements turn into spikes. Hexcore melts down white-hot. Null Seraph grows blood-red wings and a crown. The Wyrm catches fire from head to tail. The Architect's tiers fly apart. The Singularity collapses to a pinpoint and bursts back out. Every solo boss also learns a new move that it only uses when enraged:
The final boss gets a full entrance. The music dies and the screen glitches until the game seems to crash. A dead terminal types out a warning, then one giant eye opens in the dark, then dozens more. They all close as it laughs, tentacles slam in from the edges, and it rises out of the dark to its own song, Flamewall. After you've seen it once, press Enter, Space or A to skip ahead.
It fights in three phases, learning new moves in each:
When the lights go out, its eyes glow in the dark and it whispers to you. When it fully awakens, the screen breaks up, a crown of horns tears out of it, and its outline looms over the darkness.
Lose to it, and it leaves its mark: the main menu stays haunted until you finally beat it.
And once you've found the first secret boss, keep an eye out. Someone else might join your game.
Something pink is hiding out there too. Some enemies drop rare pink coins... and she can't be beaten the usual way. (A little nod to a certain pink doll from Deltarune.)
Regular enemies are animated too. They warp in, squash when hit, and break into pieces when destroyed. Ships fly with engine flames, gunners aim their barrels, and slimes blink.
Every run travels through space, zone by zone. You always start in Deep Space. After a zone's last boss you choose your next zone from three on a route map. All routes end at the Event Horizon, where THE ABYSS waits. Every zone has its own sky, its own bosses and enemies, and a hazard:
The Glitch Sector: a secret zone. Beat THE ABYSS in a Standard run and press the (very glitchy) CONTINUE INTO ENDLESS button, and Endless starts right there. Once you've beaten ZERO, it can also show up on the route map. The screen tears (a warned strip shifts everything in it sideways), enemies flicker and teleport, and INPUT ERROR flips your left and right for a few seconds. Its last fight is always ZERO, at home. Its song is Normal World, made by the game's creator. It sends fewer enemies than other zones (its glitches are the danger), and gives you a few calm seconds when you arrive.
GLITCH variants: in the Glitch Sector and in every Endless run, every boss is a corrupted copy of itself (THE WARDEN becomes TH3 W4RD3N), running on broken memory:
Regular enemies get GLITCH variants there too. They download in behind a scan line, have holes and scanlines, fall apart into pixels, and each carries a bug of its own (shown above it): fork() splits in two when destroyed, BUFFER fills up as you hit it and then overflows into a ring of dead pixels, OVERCLOCK glows amber and then runs at double speed for a moment, LEAK drips leaked memory behind it, and CRASH leaves an error box behind that bursts. In that Endless, the sky glitches now and then too. You can see (and practice) every boss's GLITCH form in the gallery.
Elite zones: from cycle 2 of Endless, every zone gets a second hazard on top of its own:
The whole game is a single file: index.html.
Some bosses don't stay down. When THE WYRM, NULL SERAPH, THE HIVE, CHRONOS or THE ORACLE runs out of health, it stops, clears the screen, and comes back in a super form with 60% of its health. It can't be hurt while it transforms, and afterwards it takes less damage and attacks faster. The Hive, Chronos and the Oracle each get a new attack in their second life, too.
Press G on the menu (or open it from the Hangar) to see every boss fight you've met, drawn live, with how many times you've beaten it and your fastest kill. Bosses you haven't met are dark silhouettes, and the secret ones are just a ? until you find them. Press R to see the rage and super forms of the bosses you've beaten.
Click a boss to open its page. Once you've beaten it in a run, you can practice it there: a single fight against just that boss, with a mid-run build (no shards, no score). HARD makes it enraged from the start, 25% faster and 25% tougher. Beat it on HARD and its tile turns red with a ☠.
THE ABYSS and ZERO also have their story on their pages, unlocked a piece at a time: by meeting them, beating them, beating them 3 times, and beating them on HARD.
A little companion that follows your ship around (Hangar → Skins & Cosmetics → Pets). It grabs pickups that come near it and brings them to you, sometimes fetches a bonus coin from kills close to it, pops a heart when you're revived, and jumps for joy when a boss goes down. Spark, Buddy Drone, Starling, Banana, 6-7 and Verity can be bought with shards. Mini Doki, Mini Sonnet, Null Bit, P0 and Little Eye unlock by beating the secret bosses and THE ABYSS. Online, your friends see your pet too.
MOH is set entirely inside THE ABYSS: the menu turns black and red with eyes that follow your mouse and its song plays, every zone is a layer of it (THE SHALLOWS, THE BLEEDING VEIL...), every boss is ABYSSAL (corrupted: extra eyes and tentacles, and THE ABYSS's own eyes, hands and black rain mixed into its moves), every enemy is tainted (about one in five spits ink), the shots are ink, and now and then the lights go out (everything black except a pool of light around each ship; enemies still show as red outlines). Eyes also open at the edges of the screen, watch you, lock on and fire a beam.
A fourth run type, MOH (press E on the menu, or in the lobby): standard sectors and bosses, built to be as hard as they can be while staying fair. You start with ONE life. Enemies are tougher, faster and about three or four times as many (in packs of up to five) from the first sector, and every mutator stacks harder and faster, getting worse every sector. There are far more elites, hearts almost never drop, tainted enemies spit ink every few seconds, and bosses attack faster, have more health, enrage at 85% instead of 50%, have 35% more health, attack 15% faster, regenerate sooner, and keep getting reinforcements (every 1.2 to 3.5 seconds) all through the fight. And hands reach in from the dark all run long, more often as the run goes on: a red ring shows where, and a hand of shadow closes on it about a second later. They follow you only for a moment and never come at someone who was just hit, so a normal reaction is always enough, but there's almost no room for a mistake. THE CONGREGATION is a team fight of six voices in a ring (CARILLON, ORGANA, PSALTER, CENSER, TAPER and TUNER): only the voice in the spotlight can be hurt, and the spotlight moves every few seconds. The voices out of the light herd you toward it, and the lit voice strikes wherever you end up. Every MOH run meets it. In normal runs it turns up when there are four or more players (local four-player, or an online room of four or more), opening half of those runs' team fights. Boss Rush meets it too, with the same player count. THE PANTHEON is the same kind of fight with eight gods in a ring (ANU, TETHYS, AGNI, RAIJIN, KHONSU, HEL, TYR and JANUS), four pairs in the spotlight, two at a time. The gods out of the light sow votives that hang in the arena, and a lit pair's joint rite (DELUGE, FORGE, ECLIPSE or OATH) bursts the votives near them. It needs eight or more players (an online room of eight or more): normal runs meet it as the second team fight half the time, and Boss Rush has it too. MOH pays 50% more shards, and destroying THE ABYSS in it earns the Out of the Hands trophy.
A fifth run type, PvP (press E until it shows, on the menu or in the lobby). With two ships it's a DUEL, modeled on MAIDEN & SPELL's Versus mode: one on one, no enemies, no sectors and no upgrade picks. Every shot is a spell aimed at your rival, and you dodge theirs. Only a shot that reaches the ship's 3-pixel white core hits it, and a hit costs one life; after a hit you're invincible for under a second. The duel ends when a ship loses its last life. If both spells land in the same frame it's a draw.
A duel is best of three: a round ends when a ship loses its last life, and the first ship to win two rounds takes the match. A round where both ships go down together is a draw and nobody scores. Between rounds the arena resets and a short banner shows the score.
SOLO on the duel's menu is you against the CPU: it flies the same ship as you, keeps a spot beside you, steps out of the way of your spells, and now and then DASHes or REFLECTs. (2-PLAYER and online duels are you against a friend.)
Every duelist has the same two moves:
To keep it fair, every duelist flies the same plain ship: 3 lives, the same speed and guns, no ship abilities, no hangar upgrades, and no mid-match upgrade picks. A mouse is no quicker than the keys. The ship you pick is only its look. With three or four players it's a free-for-all, and the last ship flying wins. A downed ship is out for good in PvP: no wrecks to revive. Duels need two ships offline (use 2-PLAYER CO-OP or online); the duel's best score is kept separately from co-op. Friends can join a PvP lobby the same way as any other online game.
The results screen of a co-op run lists each player's own kills, damage dealt and revives, in their colour. A kill goes to the player who last hit the enemy. Damage goes to the player who last hit an enemy or fired the shot that hit a boss, but environmental hazards (meteors, bolts, flares) don't count for anyone. A revive counts for the teammate who brought the player back. Duels don't show these lines.
Clear Boss Rush fast enough for a medal: 🥇 gold under 16:00, 🥈 silver under 22:00, and 🥉 bronze for any clear (when ZERO joins the end of the rush, you get 1:15 extra). Your best medal and time show on the menu when Boss Rush is picked. Gold unlocks the Champion skin.
Run times are real time. The run clock used to count every second twice, so times (the run timer, Boss Rush medals and fastest boss kills in the gallery) showed double. Old records were halved to their real times, and any Boss Rush medal your real time had earned was handed out.
One golden shard is hidden in each of the 8 regular zones. Each time you visit a zone whose shard you haven't found, there's a chance it drifts across the screen once, faint and twinkling. Fly into it to keep it. Online, a shard found by anyone counts for everyone. The Hangar shows how many you have, and finding all 8 unlocks the Shardglass skin.