Tech
Techs are enhancements that can be equipped by characters to enhance movement and provide new abilities.
To view and equip techs go players must visit the Tech Lab at the Outpost. Aside from the initial tech in each slot, which unlocked after completing a challenge course at the Outpost, players must unlock each tech using eight tech cards before they can equip it.
Players may also purchase a Tech Console from the Tech Console Dispenser to the left of the Lab after obtaining the 3 base techs.
Exactly one tech from each category can be equipped at any point. Currently equipped techs can be viewed in the inventory window.
There are presently a total of 12 techs in the game.
Head Tech
Head techs allow the player to transform into a variety of small spheres, each with unique abilities. Head techs are activated by pressing F, and players will stay transformed until they press F again. Players cannot regenerate energy while in sphere form, so the cost to transform is only regenerated after leaving sphere form. While in sphere form, players will still take damage from all normal sources. Head tech is initially unlocked by completing Getting The Ball Rolling at the Outpost, which provides access to the Distortion Sphere tech. Each of the upgraded spheres provides the utility of the distortion sphere, alongside additional abilities. Players can only have one head tech selected at a time.
Tech Name | Function | Controls | Energy | Prerequisite |
---|---|---|---|---|
Distortion Sphere | Compresses you and your equipment into a compact ball that rolls easily. Transformation costs 50 energy. | F | 50 to transform | Outpost quest |
Aqua Sphere | Upgrades your Distortion Sphere to float and quickly cross liquids. Transformation costs 50 energy. | F | 50 to transform |
Tech Card (8) |
Spike Sphere | Upgrades your Distortion Sphere with spikes that hook into walls for climbing. Transformation costs 50 energy. | F | 50 to transform |
Tech Card (8) |
Sonic Sphere | Upgrades your Distortion Sphere to go fast. Transformation costs 50 energy. | F | 50 to transform |
Tech Card (8) |
Body Tech
Body techs provide the player with a range of alterations to their horizontal movement, most of which are momentary "dashes". They're all activated by double-tapping either right or left. Besides Sprint, all body techs cost no energy and simply have a cooldown between uses. Once the tech's cooldown is complete, the player will briefly light up somewhat, and it can be used again. Only one body tech can be equipped at a time. Access to body techs requires completion of A Dashing Individual, which rewards the player with the basic Dash tech.
Tech Name | Function | Controls | Energy | Prerequisite |
---|---|---|---|---|
Dash | Double tap Left or Right to quickly dash in a direction. Cooldown: 0.8s | Double tap Left or Right | None | Outpost quest |
Air Dash | A dash that can be used in the air! Cooldown: 0.8s | Double tap Left or Right | None |
Tech Card (8) |
Sprint | Replaces your Dash with a sustained Sprint for covering distance. Costs 15 energy per second. | Double tap Left or Right | 15 per second |
Tech Card (8) |
Blink Dash | A dash that blinks past traps and enemies! Cooldown: 2.5s | Double tap Left or Right | None |
Tech Card (8) |
Legs Tech
Leg techs provide a range of alterations to how the player's jump behaves, allowing mid-air jumps, wall jumps and directional mid-air boosts. None of these techs have an energy cost, but will only refresh when the player touches down on land again. Only one leg tech can be equipped at a time. Access to leg tech requires completing Jumping To The Right Conclusion, which grants access to the Pulse Jump tech.
Tech Name | Function | Controls | Energy | Prerequisite |
---|---|---|---|---|
Pulse Jump | Press Jump in the air to gain a small upward boost. Refreshed upon landing. | Jump while airborne | None | Outpost quest |
Multi Jump | Upgrades your Pulse Jump to allow up to 3 smaller bursts. Refreshed upon landing. | Jump while airborne | None |
Tech Card (8) |
Rocket Jump | Upgrades your Pulse Jump to charge up a powerful directional boost. Refreshed upon landing. | Up arrow and jump | None |
Tech Card (8) |
Wall Jump | Upgrades your Pulse Jump to allow jumping from vertical walls. Refreshed upon landing. | Jump against walls | None |
Tech Card (8) |
Protection Bio-Implants
During early beta testing, specialized techs provided players protection against planetary environmental effects like heat, cold and radiation. These techs were replaced with environmental protection packs (EPPs) which provide the same environmental protection, just with the advantage of augments.
There are a number of techs which have been replaced, or removed. They are not available anymore. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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