Progression
How Lucid Blocks plays out: the cutscene pool, the thirteen rosary beads, the ending route into YHVH, world flags that bend or disable it, and the Steam achievements and counters wired to all of it.
Overview
Progression is driven by cutscene blocks scattered through Naraka. The first interaction with a
cutscene block asks the PlotManager to serve a scene from a small wired pool. A regular scene
plays its dialogue and grants one rosary bead; a challenge scene teleports the player into the Challenge
dimension instead and grants its bead only on success. Once all thirteen beads are collected, the next served scene
becomes the ending route into the YHVH dimension. Beating YHVH flips the permanent god_killed save flag and unlocks the End Game achievement.
Everything below is read straight from main/plot/plot_manager.gd, main/main.gd, main/world/living_block/cutscene_block/cutscene_block.gd, and main/autoload/steamworks.gd.
Beads & the ending route
You need 13 rosary beads to reach the ending. Every time you interact (right-click) with a Cutscene Block and watch a new scene, you get one bead. Already-watched scenes give nothing, so the pool shrinks as you progress.
| Event | Bead | Tiamana | Other |
|---|---|---|---|
| Watch a new regular cutscene | Yes | +0.5 | Scene marked watched |
| Beat a challenge and return alive | Yes | +0.5 | Unlocks Challenge |
| Fail a challenge (3rd death) | No | — | Sent back to Naraka empty-handed |
| Replay a watched scene | No | — | Filtered out of the pool |
| Nothing left to serve | No | — | Void plays as fallback |
Bead order is randomized: the game picks an unfilled bead slot each time instead of giving them in sequence. Once all 13 beads are in, the next cutscene block you break serves the ending scene and drops you into the YHVH dimension for the final boss.
Lose the YHVH fight and you respawn in Naraka with all 13 beads still intact — you can try again as many times as you want. Win once and the ending route shuts off for that qualia; cutscene blocks start serving Void forever.
Main cutscene pool
Thirteen scenes make up the regular pool. Each one awards a bead the first time it is watched; bee also
hands the player a glider item at the end of its video.
| Name | Kind | Bead | Notes |
|---|---|---|---|
| Alma Alma | Text | On first watch | A voiced text sequence where Alma asks to be torn apart; one branch reacts to the player's current hate stat. |
Transcript 9 lineswhy did you wake me up? every second that i sleep, my mind erodes a little more. my qualia mocks me. can't you see it? it's all i've ever wanted. do me a favor. i want my mind torn into a million pieces. snip snip! turn me into confetti! ... | |||
| Bee Glider Revelation | Video + gift | On first watch | A bee-glider video cutscene that awards a glider item directly to the player. Awards glider glove. |
| Diatom Ceremony | Text | On first watch | Cosmic text about tiamana, consciousness, seven suns, and the firmament. |
Transcript 5 linesEven the dust-born creatures overflow with tiamana. Countless sparks of consciousness in a sea of chaos... coalescing into one at the end of space and time. Where the seven suns would burn away the self... were it not for the firmament. | |||
| Faith Tension | Text | On first watch | Religious warning text about paradise, holy ground, and trespass. |
Transcript 6 linesHe fashioned this for thee. A paradise unending, for thou art but fleeting vermin. And still thou treadest upon holy ground? ... Go on, then. Thy trespasses shall be thy undoing. | |||
| Galleria Revelation | Scene | On first watch | A long silent / ambient video sequence from the reachable main pool. |
| Kimiko Broken Dream | Scene | On first watch | A slow camera-driven 3D cutscene centered on Kimiko and surrounding fractal objects. |
| Manikin Manikin Heart | Scene | On first watch | An animated manikin sequence from the reachable main pool. |
Challenge routes
Challenge cutscenes bypass the regular dialogue flow. Picking one starts a challenge in the CHALLENGE dimension and resets challenge_attempts_remaining to 2. Two
player deaths still respawn inside the challenge; the third death ends the run and returns the player to Naraka with
no bead. A successful exit triggers end_challenge(true), grants the bead, and unlocks the Challenge achievement.
| Name | Temple | Reward |
|---|---|---|
| Challenge Accelo | accelo_temple.tscn | Bead on success, CHALLENGE achievement, tiamana drop |
| Challenge Blasphemy | blasphemy_temple.tscn | Bead on success, CHALLENGE achievement, tiamana drop |
| Challenge Boulder | boulder_temple.tscn | Bead on success, CHALLENGE achievement, tiamana drop |
| Challenge Maria | maria_temple.tscn | Bead on success, CHALLENGE achievement, tiamana drop |
| Challenge Menger | menger_temple.tscn | Bead on success, CHALLENGE achievement, tiamana drop |
| Challenge Vertical | vertical_temple.tscn | Bead on success, CHALLENGE achievement, tiamana drop |
Special flow
Five scenes sit outside the rotating pool and are wired to fixed PlotManager entry points.
| Scene | Role | Triggered by |
|---|---|---|
| Void | Default fallback | Empty pool / post-ending fallback |
| Intro | New qualia opener | play_intro_cutscene() on first load |
| Pre-Ending | Plays before YHVH teleport | start_ending() |
| Ending | Bead 13 gate → YHVH | All 13 beads, god_killed = false |
| Post-Ending | Epilogue after YHVH | YHVH defeated, end_game() |
Transcript 3 linesThe path unto oblivion is unbarred. When thou art ready... wilt thou not walk with me? | ||
The post-ending scene closes the route with three lines: "The path unto oblivion is unbarred." "When thou art ready…" "wilt thou not walk with me?"
Asset-only scenes
Four cutscene scenes exist in project files but are not referenced by the shipped main.tscn. They cannot
be served through normal play.
- Website — Project scene present in the cutscene directory but not wired into the shipped runtime cutscene flow.
- River Rosary — Project-only cutscene scene with its own video and text assets, not wired into the shipped runtime cutscene flow.
- Rainbow Stream — Project-only cutscene scene with a bird text line, not wired into the shipped runtime cutscene flow.
- Neon Bird — Project-only neon-bird cutscene scene, not wired into the shipped runtime cutscene flow.
World flags
Qualia creation exposes three optional flags through the Experience tab. All default off. Only
Divine is permanent: it silently enables the hidden progression_disabled flag on the save, which blocks
achievements, discovery, and cutscene interaction for that qualia forever.
Divine
Creative / sandbox mode. Gives you infinite items, invincibility, and full inventory, but permanently disables all progression.
Permanent. Enabling Divine permanently disables achievements, discoveries, cutscene interactions, and leveling for this qualia. This cannot be undone.
Creative-only: divine drill, svargaqualia block
Effects
- You become invincible and can break any block, including unbreakable ones.
- Inventory capacity is set to maximum (50 slots).
- The Fusion screen is replaced by a Creative item browser with every item at infinite stacks.
- The Rosary screen is replaced by a manual Music Player for all tracks.
- The world generates on a flat creative plane instead of the normal Eden terrain.
- Tiamana, leveling, and perk selection are disabled.
- Steam achievements and statistics stop recording.
- Item discovery notifications stop appearing.
- Cutscene blocks become non-interactable and their visual effects are hidden.
- The biome music system is disabled; you control music manually.
- The compass item stops working.
- Internal debug-only items still remain hidden unless the separate Ref.main.debug flag is also enabled.
Turvy
Inverts gravity for your character. You walk on ceilings and fall upward. Other creatures are not affected.
Effects
- Your gravity is fully inverted: you fall up, jump down, and walk on the underside of surfaces.
- Swimming up and down directions are swapped while in water.
- When entering a new turvy world, a safety block is placed above you to stand on.
- Flying controls (jump/crouch) are inverted as well.
- Sun-melt and rain-melt checks are adjusted for upside-down orientation.
- Can be toggled on and off in the world settings without permanent consequences.
Wrathful
The sun becomes a deadly hazard. During daytime, standing in direct sunlight slowly damages you. Night and shelter provide safety.
Effects
- The sun and sky visuals change with a harsh red-tinted coloration.
- You take 1 damage every 3.5 seconds while exposed to direct sunlight during the day.
- Standing under a block, being indoors, or going underwater blocks the sun damage.
- Nighttime is completely safe from wrathful damage.
- Only the player is affected; other creatures ignore wrathful sun.
- Can be toggled on and off in the world settings without permanent consequences.
Debug mode
Ref.main.debug is a separate build-level flag, not a world option. main.gd exports it as true, but the shipped main.tscn overrides it to off.
When debug is on, saves use res://debug_save_files/, the Creative browser stops filtering item.internal, and the inventory slot discovery gate is bypassed. It is the only path that exposes the
debug-only catalog below to players.
| Release build | Off |
|---|---|
| Script default | On |
| Discovery override | All items discovered |
| Debug save path | res://debug_save_files/ |
Behavior details
- Debug is not a world option. It is a project-level flag on Main, and the shipped main.tscn overrides the script default from true to false.
- When debug is on, SaveFileManager switches away from user:// saves and instead uses the dedicated debug_save_file_path.
- CreativeScreen stops filtering item.internal, which exposes the full internal / placeholder item catalog in sandbox inventory tabs.
- InventorySlot._creative_on_opened() uses Ref.main.debug or discovered status, so debug bypasses the normal discovery-based visibility limit in the creative browser.
- DiscoveryManager also treats every item as discovered when debug_all_discovered is true, and the shipped main.tscn sets that value to true.
- The starter-kit inventory path only runs when debug is on, Divine is off, and the hidden starter_kit flag is true.
- PlotManager has debug-only overrides that can force the default cutscene or pretend all beads are collected for ending tests.
- The toggle_debug key only shows the HUD debug overlay. It does not change Ref.main.debug or unlock hidden debug behavior in a release save.
- World-only helpers like debug_capture, debug_rasterize, and free-fly jump checks are also gated behind Ref.main.debug.
Debug-only items
Internal blocks, placeholders, and test objects hidden by if item.internal and not Ref.main.debug in
the Creative screen.
Starting discovery
A new qualia seeds DiscoveryManager.discovered_ids with 29 items
from main.tscn default_discovery. Everything else has to be picked up or fused once to appear in the
Creative browser and crafting screens.
Unused starter kit Debug-gated, never granted in release
player.gd carries a starter-kit inventory path, but it only runs when Ref.main.debug is true, Ref.main.creative is false, and the hidden starter_kit flag is set. Release
ships with debug off, so none of these items reach the player.
Main scene kit (6 items):
Base player.tscn kit (overridden by main scene):
Achievements 19
Steam achievements wired through Steamworks.set_achievement(). Divine and progression_disabled block all of them for the active qualia.
| Name | Trigger | Related | |
|---|---|---|---|
![]() | First Fusion Perform APOTHEOSIS once. | Perform APOTHEOSIS once. | — |
![]() | Living Fusion Fuse into a living block result. | Fuse into a living block result. | — |
![]() | Rare Fusion Create a high-rank fusion result. | Create a high-rank fusion result. | — |
![]() | Glider Use a glider item for the first time. | Use a glider item for the first time. | |
![]() | Hookshot Use a rope / hookshot item for the first time. | Use a rope / hookshot item for the first time. | |
![]() | Plant Seed Plant a seed-like living block that can later be harvested. | Plant a seed-like living block that can later be harvested. | — |
![]() | Harvest Plant Harvest a living plant successfully. | Harvest a living plant successfully. | — |
![]() | Rename Entity Rename something with the rename pencil. | Rename something with the rename pencil. | |
![]() | Ball Wand Use the ball wand. | Use the ball wand. | |
![]() | Faith Wand Use the faith wand. | Use the faith wand. | |
![]() | Bomb Use an explosive item. | Use an explosive item. | |
![]() | Bubblebear Massacre Trigger the Bubblebear-specific massacre condition. | Trigger the Bubblebear-specific massacre condition. | |
![]() | Blasphemy Trigger the Blasphemy achievement condition. | Trigger the Blasphemy achievement condition. | |
![]() | Death Die at least once. | Die at least once. | — |
![]() | Cutscene Interact with a cutscene block for the first time. | Interact with a cutscene block for the first time. | — |
![]() | New World Create or start a new qualia. | Create or start a new qualia. | — |
![]() | End Game Finish the ending route successfully. | Finish the ending route successfully. | — |
![]() | Challenge Complete a challenge route successfully. | Complete a challenge route successfully. | — |
![]() | Hand Wand Use the hand wand. | Use the hand wand. |
Statistics
Four runtime counters reported to Steam. Like achievements, they stop recording when progression_disabled is set.
| Id | Name | Trigger |
|---|---|---|
blocks_broken | Blocks Broken | Increments when the player breaks blocks through the standard break-block flow. |
blocks_placed | Blocks Placed | Increments when the player places held blocks into the world. |
death_count | Death Count | Increments when the player dies. |
fusion_count | Fusion Count | Increments on every completed APOTHEOSIS fusion. |


















