A layer is one round in which every open arrow fires at once. More layers mean longer dependency chains. Fewer open arrows at the start make the level harder to read.
Applies at once. The current game continues.
Applies at once, also to the running game.
Level 1 starts with the smallest grid. Every few levels the grid grows by one cell. All other generator values rise with the grid size. Every player gets the same level N.
Applies to the next generated level in the lab screen.
Flight path: how many cube edges an arrow crosses before it leaves the cube. More edges block many more arrows: at 20×20, +1 edge leaves about 1 % of the arrows open at the start (own face: about 10 %). +2 and +3 give sparser levels and take 1–3 s to generate.
Difficulty is the number of candidate arrows the generator compares for each placement. It keeps the one that is hardest to free: both ends far from the face edge. Large grids with long arrows give the deepest levels.
Players never see these settings. Your changes stay on this device until you publish them. "Publish to server" sends them to the server; every player gets them at the next start. Without a server, copy the config and save it as config.json next to index.html. Active base config: .
config.json
index.html
Wrong PIN.