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Awoken Minigames keeps its settings in a few places, each with a clear job. None of it needs a build step - edit a file and restart awoken_minigames and the change is live.
The rule to remember: config is the default, the call is the override. Set a sensible server-wide baseline in the config files, then pass options only where a specific job needs something different.

config.lua at a glance

config.lua

Per-game defaults

Each category has one file, and each game is a labelled section inside it:
config/games/reaction.lua
Change a value here and every call to that game uses it, unless a caller passes that option explicitly.

Reaction & Precision

11 games - Skill Check, Circle Click, Hold Zone, Aim Test, Balance, Rhythm, Firewall Pulse, Safe Crack, Lockpick, Osu, Slider

Input & Sequence

4 games - Keymash, Keys, Number Up, Backdoor

Memory

12 games - Simon Says, Memory, Memory Colors, Verbal Memory, Numbered Sequence, Var Hack, Pairs, Recall, Observe, Tally, Chroma Lock, Pitch Lock

Logic & Hacking

19 games - Lights Out, Hex Breach, Code Crack, Fingerprint, Word Crack, Symbol Search, Pipe Pressure, Untangle, Minefield, Jigsaw, Wires, Tower of Hanoi, Math Rush, 2048, Splice, Current, Data Stream, Collapse, Arrow Maze

Arcade

11 games - Snake, Flappy, Stack, Pong, Invaders, Crossy, Ascent, Slipstream, Breakout, Stick It, Match It

Precision

7 games - Track, Trace, Cut, Calibrate, Waveform, Thread, Reach

Dexterity

4 games - Shake, Cascade, Fishing, Cooldown

Language

Translate or reword every string - 11 languages built in

Theming

Recolour the whole UI by editing a file - no build step

Shared options

On top of its own options, every game accepts these. Set them globally in config.lua, per game in its config block, or per call:

Multi-stage games

Five games can run several rounds back-to-back in one call: Simon Says, Memory, Lights Out, Hex Breach and Code Crack. The player clears one round, gets a quick “Stage X cleared” beat, then goes straight into the next. You still get one result at the end - a win only if every round was cleared. Pass stages in one of two forms.
Repeat the same config N times:
A per-stage override accepts that game’s own difficulty options (gridSize / rounds for Simon Says, daemons / bufferSize for Hex Breach, and so on); anything else falls back to the parent config. Stages are capped at 10. Omitting stages - or passing 1 - is a single play.
This is the cleanest way to build an escalating hack out of one call: ramp the difficulty stage by stage and still get a single true/false back, with no card flicker between rounds.
stages repeats the same game. To chain different games into one call - lockpick, then breach, then wires - use Sequences instead.

Starting a game

Every game has a “press to start” gate and an autoStart toggle to skip it:
  • autoStart = false - the game shows a start gate and stays completely frozen until the player clicks it or presses a key. No clock ticks, no pattern flashes, nothing moves.
  • autoStart = true - the game begins the moment it appears.
The default differs per game and is declared in its config block, so you can see and change it per game:
config/games/arcade.lua
The clock only starts when the player does - time spent on the start screen never counts against them. A gate is worth keeping on for anything fast or mouse-driven, so they’re ready before it begins.

Mistakes and difficulty

Most games take a mistakesAllowed option - how many wrong inputs are allowed before the game fails:
  • mistakesAllowed = 0 - one mistake and it’s over.
  • mistakesAllowed = 2 - the third mistake fails it.
To make a game easier or harder, keep the same call and change a couple of numbers - a bigger or smaller zone, a slower or faster speed, more or fewer mistakes, a time limit. Each game’s page shows the values you can use.

Minimal mode

Every game takes minimal. It tidies the card down to just the game, so it sits on the screen like a HUD prompt rather than a big pop-up the player is pulled into.
The card keeps its size and position. What goes is the framing: the backdrop dim over the world, the kicker, the divider line and the footer. What stays is the panel, the title, the chips (time, mistakes) and the win/lose stamp - the live state and the payoff beat.
  • Set it server-wide with minimal in config.lua, or per call like any shared option.
  • ESC still cancels. It just isn’t advertised, because the footer that advertised it is part of the chrome you removed.

The dev menu

With enableDevMenu = true, the /awoken_minigames command opens an in-game browser of every game grouped by category. Pick a game, pick a difficulty variation, and it runs right there - then drops you back to the menu with the result. Close it with ESC, or by running /awoken_minigames again.
Turn this off on a live server. When enableDevMenu = false, no command and no chat suggestion is registered at all, so players cannot open the menu or spawn minigames.
config.lua
Games launched from the dev menu run in the UI only and report their result to nothing - opening the menu can never fire your heist logic or pay anyone out. It’s purely a viewer.