The Heartopia Mod Menu is a runtime control layer designed to manage and adjust core gameplay systems without altering base assets. It provides direct access to player attributes, resources, relationship values, movement parameters, and progression flags through a centralized in-game interface. Each feature operates as an independent module, allowing selective activation and live tuning. The system is commonly used for sandbox experimentation, system testing, pacing adjustment, and custom playstyle configuration across simulation and exploration mechanics.
- Infinite stamina
- Health value locking
- Mood stabilization
- Status effect immunity
In-game behavior: Overrides stat decay and condition checks applied during activity, interaction, and environmental updates.
- Unlimited currency
- Resource gain multiplier
- No resource consumption
- Crafting cost bypass
Feature intent: Intercepts transaction and inventory update logic to apply custom value rules during earn and spend events.
- Affection level editor
- Friendship lock
- Instant bond maxing
- Negative interaction bypass
In-game behavior: Modifies relationship variables and dialogue outcome checks tied to NPC interaction systems.
- Walk and run speed scaling
- Free movement toggle
- Collision disable
- Environment constraint bypass
Feature intent: Adjusts locomotion and collision rules enforced by the world navigation and physics layers.
- Time freeze
- Time speed multiplier
- Day skip control
- Event timing override
In-game behavior: Hooks into global time managers and event schedulers to control world progression pacing.
- Item quantity editor
- Infinite consumables
- Auto-pickup enable
- Drop rate adjustment
Feature intent: Alters inventory handlers and loot tables during pickup, use, and generation routines.
- Experience multiplier
- Instant level-up
- Feature unlock toggles
- Progression freeze
In-game behavior: Intercepts progression triggers and unlock conditions to enforce manual advancement rules.
graph TD
A[Mod Menu Core]
B[Player Stat Module]
C[Resource Manager]
D[Relationship System]
E[Movement Controller]
F[Time Manager]
G[Progression Handler]
A --> B
A --> C
A --> D
A --> E
A --> F
A --> G
Does the mod menu change game files? No, all controls operate at runtime.
Can features be adjusted during gameplay? Yes, most values support live modification.
Are relationship changes permanent? They persist if saved, unless manually reverted.
Does time control affect events? Event timing can be paused, accelerated, or skipped depending on configuration.
Can multiple systems be enabled at once? All modules are designed to function concurrently.
Does free movement break scripted scenes? Scripted sequences usually remain intact, though constraints may be bypassed.
- Player stat and condition control
- Currency and resource manipulation
- Relationship and social system editing
- Movement and exploration overrides
- Time and world flow management
- Inventory and item controls
- Progression and unlock handling
