Menus & Screens
The client's Screens stage group holds 5 entries with no level gates and no checkpoints attached, since they are UI/flow states rather than gameplay content: gamemode_decision_factor hides the HUD and waits for a gamemode-decided signal; title locks the camera to a fixed title shot, plays lobby music and waits for a click; main_menu forces Act 1 lighting and clock values, shows the main menu UI, and waits for a Play click; afk_world locks the camera to a fixed shot tied to the AFK World feature; and end_deliverable simply hides the HUD and ends the presentation.
Two of these stages have confirmed hand-offs into real gameplay: title transitions directly into intro_tutorial once the player clicks past it, and main_menu (used after the tutorial) transitions into act_1_prologue once the resume-play sequence completes - together they show the exact scripted path from booting the game to starting Act 1.
Details
Stage flow
gamemode_decision_factor - hides the HUD, calls decide_gamemode, waits for the gamemode_decided signal, then moves to title.
title - locks the camera to 'title_flush', plays lobby music, waits for a mouse/touch/gamepad click, then moves to intro_tutorial.
main_menu - forces Act 1 'Village - Under Attack' lighting and a fixed in-game clock, shows the main menu UI, waits for the Play click and a resume-play completion signal, then moves to act_1_prologue.
afk_world - locks the camera to a fixed shot and starts the AFK World state.
end_deliverable - hides the HUD and ends the presentation.
FAQ
What is the afk_world stage?
A fixed-camera stage tied to Mythfall's AFK World feature, where players passively accrue rewards like race rerolls and Astral Shards while idle.
Does the title screen lead into the tutorial?
Yes - the title stage's script transitions directly into intro_tutorial once the player clicks past the title shot.
Other stages
Source-checked
Extracted from Mythfall client data (stages.json Screens group). updated · GuideDex staff. Report a correction.