Basics

**Fate of the Irrbloss** is a space adventure game where 1-5 players pilot a basic void craft, the *Irrbloss*, in search of treasure. This page aims to be an introduction to the various game mechanics you will encounter during your journey.

## Getting started

When entering the world, players start in a lobby area. Here, the various systems on the *Irrbloss* are listed with a short description of each. To start the game, players must choose a slot by clicking on the board on the opposite wall from the spawn. Anyone who does not do so will be a spectator, and has no effect on the game.

Once ready, the instance master (the one who joined first) can start the game. At this point, late joiners cannot choose a slot and will be spectators for the rest of the game. Those who picked a slot will need to pick their stats and take a picture, after which they may teleport to the ship. Spectators are immediately teleported as soon as the game starts.

There are four classes that the player can choose before entering the *Irrbloss*:

* **Standard crew**: Balanced stats, with no special features.
* **Repair crew**: High repair speed, but poor fire extinguishing speed and rate of fire for personal weapons. Has lower health, but moves faster.
* **Fire fighter crew**: High fire extinguishing speed and takes no damage from fires, but poor repair speed and rate of fire. Moves slower.
* **Soldier crew**: High rate of fire, but poor repair and fire extinguishing speed. Moves faster.

The *Irrbloss* will be set up slightly differently depending on the amount of players. Having fewer crew will install various subsystems on the ship which do not take up space and cannot be removed.

With one or two crew, the *Irrbloss* will have the following subsystems:

* **Repair robots**, which repair damaged systems
* **Fire extinguishing system**, which puts out fires that damage systems (does not apply to fires in corridors)
* **In-ship teleporter**, which lets players teleport between the four player-controlled stations immediately

With three crew, the *Irrbloss* will only have one repair robot and no other free subsystems. With four or five crew, there will be no free subsystems.

## In the ship

Once a picture has been taken, the player can teleport to the *Irrbloss*. Upon arriving, there will be a new UI element for the player's tools and health. In VR, this is on the left wrist - on desktop, at the bottom of the screen. By tapping the icon (VR) or pressing the corresponding key (desktop), players can use the **fire extinguisher**, **welder** and **pistol**.

The **fire extinguisher** is used to fight fires aboard the *Irrbloss*. Fires may be ignited by enemy thermal weapons or by environmental hazards. A fire will damage subsystems and the ship's hull if not dealt with. In addition to the fire extinguisher, fires can also be put out by a lack of oxygen.

The **welder** is used to repair system damage and breaches. When a system is damaged or destroyed, holding the trigger/left click with the welder equipped will slowly repair the system. The welder shows a progress bar for this, filling from orange to blue. Breaches are caused by enemy kinetic weapons, and will rapidly leak oxygen out of the affected room. Breaches are repaired in the same way as ship systems.

The **pistol** is used to fight intruders. Some enemy ships equip teleporters, which will teleport enemies aboard the *Irrbloss.* These enemies will roam the ship, damaging subsystems and attacking whoever shoots them. The pistol also has a light, which can be toggled by tapping the colored hexagon (VR) or pressing E (desktop).

### Automatic systems

Players start in the medbay. This is one of the automatic systems aboard the Irrbloss. When inside the medbay, players are healed at a slow rate as long as the system is functional. There are four other automatic systems, for a total of five:

* **Communications:** Maintains the ship's map and radio. If taken offline, the map will be hidden and the radio will not work.
* **Oxygen:** Maintains the oxygen level aboard the *Irrbloss.* If taken offline, rooms will gradually leak oxygen, leading to eventual crew death.
* **Engine:** Affects the evasion of the *Irrbloss*, along with the Pilot room. If taken offline, the *Irrbloss*' evasion will drop to 0%, meaning that every shot fired by enemies will hit.
* **Teleporter:** Allows the crew to teleport to abandoned stations and stores. If the in-ship teleporter subsystem is installed (or playing with two or fewer players), allows the crew to teleport to the four player-controlled rooms.

These systems require no management from players, although they can be destroyed.

## Player-controlled systems

There are four systems aboard the *Irrbloss* that require management from players to function. These are the **Pilot**, **Weapons**, **Shields** and **Hacker**.

### Pilot

*Main article: Pilot*

The pilot is responsible for making various decisions: interacting with other ships, upgrading the *Irrbloss* and choosing where to go. They also have an afterburner minigame while in combat, which will temporarily increase the *Irrbloss'* evasion if successful.

If the pilot station is damaged, the *Irrbloss'* evasion will lower. If it is destroyed, evasion drops to 0%, meaning that every shot fired by enemies will hit.

### Weapons

*Main article: Weapons (station)*

The weapons engineer is responsible for destroying enemy ships. The *Irrbloss* starts with two weapon slots, with capacity for four. The weapons engineer may target various subsystems to reduce the enemy's combat effectiveness.

If the weapons station is damaged, it will lose power, possibly knocking weapons offline until repaired.

### Shields

*Main article: Shields*

The shield engineer is responsible for protecting the *Irrbloss* from enemy fire. The *Irrbloss* starts with only one shield layer, but can be upgraded to have four.

If the shield system is damaged, the *Irrbloss* will lose shield buffers, required for recovering damaged shield layers. If it is destroyed, the *Irrbloss* will have no buffers, meaning it cannot recover lost shields until repaired.

### **Hacker**

*Main article: Hacker*

The hacker is responsible for hacking enemy ships and managing the *Irrbloss'* doors. Successfully hacking enemy ships will disable subsystems for a while - for example, hacking an enemy's weapons will make them completely unable to fire until the system is repaired.

If the hacker system is destroyed, managing doors and air locks becomes impossible until repaired.