This page gives you a quick overview over the effects of each setting that you can change in the options menu.


  • Combat Text
If enabled, numbers are shown above the enemies that indicate how much damage your weapons did.
  • Lifebars
If enabled, a bar is shown above each enemy, indicating the percentage of health remaining for that enemy. As an enemy is damaged, the bar shortens and changes colour.
  • Visualize Range
If enabled, the range of a tower is projected as an orange circle on the map when you aim at it.
  • HUD Arrows
If enabled, players get little colored arrows in the overmap.
  • Enemy Path
If enabled, the (shortest) path of the enemy spawn to the core is shown during the build phase as orange dashed line between each waypoint in the maze.
  • Field of View
Defines what angle you can perceive with your vision in-game. The lower this value, the less you can see at once but the view is more zoomed in. Higher values let you see more of your surroundings at a time but result in a fish eye-like perspective.
  • Head Bobbing
If enabled, the camera will move slightly up and down and from one side to the other as you walk.
  • Language
The language that is used for all text in menus and in game. For some languages does this also cause the text-to-speech voice to pronounce the chat in the selected language, if the voice (Microsoft Sam) supports that language.


  • Resolution
The resolution at which the game is rendered.
  • Fullscreen
If disabled, the game is run in windowed mode.
How many active ragdolls (bodies of dead enemies) can exist at a time before disappearing and how accurate their physics are.
How many gibs (fleshy chunks produced by killing enemies with a high-damage weapon) can exist at a time.
  • Texture Details
The resolution of textures used on objects in game. Lower values result in a less detailed and muddier look of the game but require less VRAM.
  • V-Sync
If enabled, the frame rate is capped at the refresh rate of your monitor to prevent visual artifact seams.
  • Shadows
If disabled, characters (enemies and other players in multiplayer) won't cast a shadow. Lightmapped shadows of the level geometry and dynamic shadows of the towers are not affected by this.
If enabled, a post-processing effect is used to make corners darker where geometry overlaps in order to simulate indirect lighting.
If enabled, lights and glowing objects will outshine into surround objects like an aura and will look more intense in general.
If enabled, objects after a certain distance get blurred to simulate a focusing effect of the eye.
  • Distortion
If enabled, some materials like glass or the railgun beams are not just translucent but distort their background a bit.
  • Dynamic Light
If enabled, things like gunfire actually light the surrounding world and are not just a plain texture effect.
  • Fog Volumes
<--- Obviously it has to do with the fog, but I never noticed a difference between having it enabled or not. --->
If enabled, visual rays of light are cast where a light source in your view is close to occluding geometry.


  • Master Volume
This slider scales the general volume of everything in the game equally.
  • Special Effects
Volume of gunfire effects and the like.
  • Ambient
Volume of sound sources in the maps, like birds, waterfalls, etc.
  • Voice
Volume of the Text to Speech voice.
  • Music
Volume of the background music.
  • Text to Speech
If enabled, everything that is entered in chat will be read out by a computer voice.