Game States Reference

All built-in game states you can read and write using game.getState() and game.setState(), or via the state action ({state: "disable_ui=true"}).

game.getState() throws on an unregistered key. To read a state a mod owns, ask first:

const on = game.hasState('mod_flag') && game.getState('mod_flag');

UI States

StateDefaultDescription
game_state"exploration" but can be set to a custom state in General->ManifestMain game view state (used by game_state component slot)
overlay_state"overlay-navigation"Overlay layer state
popup_state[]Open popup stack (array of popup ids; last = topmost)
progression_statenullSide panel tab (quests, character, gallery)
progression_sub_statenullCharacter sheet sub-tab
suppress_character_progressionfalseWhen true, clicking a character in the character list only updates selected_character and skips opening the progression overlay. Use when the game renders the character sheet elsewhere (e.g., a side panel) and doesn't want the full-page overlay on every click.
gallery_tab"characters"Active gallery tab
show_character_listtrueWhether to show party character list
actor_list_expandedtrueWhether the scene actor rail's faces are expanded. The player folds them away with the eye icon on the panel itself (top-right); the panel and its icon exist only while actors are staged. Distinct from hide_actor_list, which removes the panel entirely
hide_actor_listfalseHide the scene actor rail (staged non-party characters, shown top-right, opposite the party list). The rail already hides itself when nothing is staged — use this to suppress it for a beat without hiding the whole event layer the way hide_events does
disable_uifalseDisable all UI interactions
block_scene_advancefalseBlock scene advancement clicks/keys without disabling UI
block_party_inventoryfalseBlock access to party inventory

Selection States

StateDefaultDescription
selected_characternullCurrently viewed character in character sheet
active_characternullCharacter being interacted with
active_inventorynullCurrently open inventory ID
active_itemnullCurrently selected item UID

Map States

StateDefaultDescription
map_zoom_factor1Current map zoom level
hide_mapfalseHide the map (map dungeons) or background screen image (screen dungeons). Hides the whole map/screen layer, including room circles and encounter markers. No effect on text dungeons.

Quest States

StateDefaultDescription
is_show_completed_questsfalseWhether to show completed quests in quest log

Achievement States

StateDefaultDescription
accolades_filter"all"Achievements tab view filter — "all", "earned" (only completed) or "locked" (only outstanding). The summary, tier ladder and group counts always score the whole catalog
accolades_frozenfalseFreezes accolade progress writes — set by debug tooling so seeding doesn't earn achievements


System States

StateDefaultDescription
supress_game_eventsfalseSuppress game event triggers
hide_eventsfalseHide the active scene's event UI and background assets (used by full-screen takeovers like battles or a game-over screen)
disable_savesfalseDisable save functionality
replay_modefalseWhether game is in replay mode
replay_mode_unlock_choicesfalseUnlock all choices in replay mode
replay_mode_unlock_scenesfalseOpen every gallery scene for replay, including ones the player never reached
max_log40Maximum number of log entries
reading_booknullActive book-reader session { itemId, base, page }; cleared when the scene closes
book_bookmarks{}Per-item saved page { itemId: page }; cleared when a book is finished
choose_item_pendingnullFilter/options of the open choose_item picker
chosen_item_id''Template id of the last choose_item pick ('' after a cancel)