Source-checked player guide
N-gon fields: all 11 field upgrades explained
A field is a second action system beside the gun. A normal run starts with field emitter, but field choices can replace it with shields, gravity control, printing, plasma, time control, cloaking, guided blocks, wormholes, or a grappling hook. This catalog follows the exact field array in the site's fixed snapshot.
Checked against runtime commit 3452c30.
How N-gon fields work
Space and the right mouse button are the default field inputs. The current field's own code decides what happens while that input is active. Every new run explicitly selects entry zero, field emitter, before play begins. A later field power-up can offer other entries, and Experiment mode renders the complete field list as selectable build items.
The game displays energy as the resource consumed by a field and regenerates it over time. Each entry below reproduces only the behavior stated by the snapshot's field name and description. Some fields contain extra source logic and field tech can modify them, but those combinations are not treated here as part of the base description.
The complete field list
1. Field emitter
Field emitter is the initial field. It uses energy to deflect mobs and throw blocks, with a displayed cost of 6 energy per second. Its hold logic can look for a block, pick it up after field input is released, keep it held, and throw it. The same active field also grabs eligible power-ups.
2. Standing wave
Standing wave provides three oscillating shields that are permanently active. Its description also grants 150 additional maximum energy and lists a cost of 6 energy per second. The implementation draws harmonic shields while the player has enough energy and the field cooldown permits them.
3. Perfect diamagnetism
Perfect diamagnetism says that deflecting does not drain energy and that its shield persists while the field is inactive. Its displayed running cost is 5 energy per second. This makes the base description different from field emitter: it calls out free deflection and a shield that remains present between active inputs.
4. Negative mass
Negative mass uses energy to nullify gravity. The field description also states 0.5× damage taken and a cost of 6 energy per second. Its hold implementation changes forces while field input is active, which is the source-level basis for the gravity-control wording shown in the game.
5. Molecular assembler
Molecular assembler uses energy to deflect mobs and uses excess energy to print one of four outputs: spores, missiles, ice IX, or drones. The active output is stored as a molecular mode, and the base field description lists 12 energy per second.
6. Plasma torch
Plasma torch uses energy to emit short-range plasma. Its description states a 1.5× damage multiplier and a cost of 10 energy per second. The field implementation follows the aim direction for its plasma behavior, so this field remains tied to mouse aiming as well as the field input.
7. Time dilation
Time dilation uses energy to stop time. Its displayed passive modifiers are 1.2× movement and 1.2× fire rate, and its listed field cost is 12 energy per second. The source keeps a separate time-dilated state and also contains a field-specific alternate rewind state, but the normal description presented to a player is the time-stop version.
8. Metamaterial cloaking
Metamaterial cloaking states that the player deals 0.6× damage and takes 0.6× damage while cloaked. After decloaking, it grants 4× damage for 2 seconds. The field lists a cost of 6 energy per second, and its code switches cloak state according to firing and field conditions.
9. Pilot wave
Pilot wave uses energy to guide blocks. It also gives tech, gun, and field power-up screens three extra choices. The description lists 10 energy per second. Its implementation creates a field collider that follows the mouse-facing target area and transfers movement to eligible physics bodies inside it.
10. Wormhole
Wormhole lists an upfront 16 energy to enter a wormhole and an ongoing cost of 8 energy per second. It also adds an 8% chance to duplicate power-ups. The source draws and operates paired field positions as part of this field's teleportation behavior.
11. Grappling hook
Grappling hook uses energy to fire a hook that pulls the player. Its base description states 0.5× damage taken and a cost of 9 energy per second. The implementation searches map and block bodies for a hook result, then uses the connection to pull the player while its conditions hold.
Field descriptions at a glance
| Field | Base description's defining effect | Listed energy |
|---|---|---|
| Field emitter | Deflect mobs and throw blocks | 6/s |
| Standing wave | Three permanent oscillating shields; +150 max energy | 6/s |
| Perfect diamagnetism | Free deflection; persistent inactive shield | 5/s |
| Negative mass | Nullify gravity; 0.5× damage taken | 6/s |
| Molecular assembler | Print spores, missiles, ice IX, or drones | 12/s |
| Plasma torch | Short-range plasma; 1.5× damage | 10/s |
| Time dilation | Stop time; 1.2× movement and fire rate | 12/s |
| Metamaterial cloaking | Cloak and gain a post-decloak damage window | 6/s |
| Pilot wave | Guide blocks; +3 power-up choices | 10/s |
| Wormhole | Teleport; +8% power-up duplication chance | 16 entry, 8/s |
| Grappling hook | Fire a hook that pulls the player | 9/s |
How to inspect fields in the game
Choose Experiment on the title screen if you want to read every current field card together. The experiment grid renders each field's name and description and lets you select one before starting. During a run, press P to open the pause grid; it includes the current field and its description. The field input remains Space or right mouse unless the keyboard assignment has been changed on the title screen.
For the rest of the title-screen options, read the N-gon game modes guide. For every default input, including pause and gun cycling, use the controls guide.
N-gon fields FAQ
How many fields are in this N-gon snapshot?
The pinned source contains eleven entries in its field-upgrade array: field emitter plus ten alternative fields.
What field does a normal run start with?
A new run calls setField(0), which selects field emitter. Its source description says it uses energy to deflect mobs and throw blocks.
Which input uses the current field?
Use Space or the right mouse button. Both map to the field input in the default control configuration.
Do all fields use the same amount of energy?
No. The displayed descriptions list different costs. Field emitter and standing wave list 6 energy per second, while other entries range from 5 to 12 per second; wormhole also lists 16 energy to enter, and grappling hook lists 9 per second.
Where can I view and select every field before a run?
Open Experiment from the title screen. Its selection grid renders every field entry and lets you choose one before starting the experimental build.