Garage

In the bottom of the game menu there is a Garage button that provides useful features for players that want to get more out of the game. While in this menu, the left-hand pane displays the player's Steam profile image and their cumulative statistics (such as total enemies destroyed).

## Staging Area

The Staging Area lets you test your ship loadouts to maximize your DPS and Stun.

It provides infinite powerups and an enemy to fire at. In the menu you can change your ship's loadout as you play. You can also change the enemy to test different weapon setups and reset your ship's powerups to test new designs.

## Attachment Database

This area lets you look at the details for almost all the attachments in the game. You can find out what items upgrade into and what items they can combine into to plan your ship upgrades.

* Seasonal and Legendary attachments, as well as Chaos Module, will not appear in the Attachment Database until they have been unlocked. Chaos Upgrade, on the other hand, can never be found in the database, even after it has been unlocked.

## Enemy Database

A list of all the type of automatons and destructible environmental enemies which are available for use in the Level Editor, along with information about their health and normal Attachment drops.

* A number of Campaign-specific enemies and environmental objects are not included in this database, though one-of-a-kind enemies typically have their Attachment drops displayed as level-specific attachments. Enemies which are not listed in the Enemy Database (or the Level Editor's enemy placement interface) are assigned tentative names on the Counterattack Wiki for ease of reference.

## Level Editor

Opens up an editor for the creation of Custom Levels. (Custom Levels can also be created outside of the game's editor by using a text editor to write CAM files [.cam suffix].)

* In the Level Editor, new levels begin as an endless strip of empty space with distances marked in intervals of 50 distance units.
	+ The active battle area available for player movement is 100 distance units wide and spans the entire distance between the two red letterboxes. By default, the center of this area starts at the 0 marker with the level strip scrolling to the left at a rate of 10 distance units per second.
* Level creation centers around the placement of spawners at various locations, then modifying their properties to produced the desired enemy/ally/object behavior.
	+ By default, spawners have speed properties (relative to the active battle area) applied at 75 distance units away from the battle area's center, then start spawning entities at 55 distance units away.
* While in the Level Editor, the "pause" menu allows the player to access the level's settings, save and load levels, save and play-test the level, or return to the Garage.
	+ Six Level Types are available for controlling how the level works:
		- Space: The default type. Player ships and allies point to the right, and gravity does not apply by default. (Example: Quick Encounter.)
		- FlyingPlanet: Player ships and allies point to the right, and gravity applies by default. (Example: Homefront.)
		- TankPlanet: Players pilot right-facing tanks for this level, and gravity applies by default. (Example: Sentry.)
		- Underwater: Players pilot right-facing submarines for this level, and gravity applies by default. (Example: Aquaria.)
		- Launch: Player ships and allies point upward. (Examples: Ascent, Vertical Survival.)
		- TallSpace: The battle area's height is tripled. Player ships and allies point to the right, and gravity does not apply by default. (Example: Prototype Cruiser.)
	+ Override Loadout allows the Custom Level creator to force a specific attachment loadout onto all players.
	+ Other level settings are available for modifying the default scroll speed, changing the appearance and soundtrack of the level, toggling terrain, and changing the start-of-level title text.

## Campaign Editor

Opens up an editor for the arrangement of Custom Levels into a Custom Campaign. (Custom Campaigns can also be created outside of the game's editor by using a text editor to write CCC files [.ccc suffix].)

* Only Custom Levels which the player has downloaded/created are available for use in Custom Campaigns, and each Custom Level can only be inserted once.
	+ Deleting an already-inserted level allows it to be inserted in a new location in the Custom Campaign.
* Custom Campaigns are allotted a maximum of 6 columns for inserting Custom Levels (i.e. a Custom Campaign playthrough has a maximum length of 6 levels). However, there does not appear to be a limit to how many Custom Levels can be inserted into a given column.
* Inserted Custom Levels can have their displayed difficulty customized (available choices are Very Easy, Easy, Medium, Hard, Very Hard, Special, and Impossible). As well, links between the selected levels and the levels in the next column can be added or deleted.
	+ Level name and level description cannot be modified in this editor. The latter can be manually changed by accessing the Custom Campaign's CCC file with a text editor.

## Upload to Workshop

Allows the player to upload a Custom Level, a Custom Campaign, a specific Attachment loadout, or another form of custom content to the Steam Workshop, allowing other players to import that content into their own games.

* It is not known at this time what limitations are set on freeform custom content or how other players can interact with it.

## Steam Items

Allows the player to view their *CounterAttack* Steam items, convert surplus Legendary attachments to Scrap (1 per attachment), and randomly craft new Legendary attachments from Scrap (3 Scrap required for 1 attachment).

* Steam items can also be obtained through trading on the Steam Marketplace or by completing a Campaign or Survival game (limit 1 random item per 5 real-world days).