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Documentation Index

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Rustic Engine supports Psych Engine-compatible mods out of the box. If you have a mod that runs in Psych Engine, the same assets, charts, character files, stage files, and Lua scripts are the target format for Rustic Engine mods.

How mod loading works

Rustic Engine uses a priority-ordered search path to resolve assets. When the engine needs a file, it walks through a list of search roots and returns the first match it finds. Your mod directory is inserted at the front of that list, so any file in your mod automatically overrides the corresponding base game file.
mod assets → engine shared → base game shared → base game
This means you can override a single character, a single stage, or a single sound without touching anything else. Files you do not include simply fall through to the base game.
The engine does not merge JSON files — whichever file is found first wins entirely. If you want to change one field in a character JSON, you must supply the complete character JSON in your mod.

What a mod can contain

ComponentDescription
ChartsPsych Engine JSON chart files defining notes, events, and song metadata
CharactersJSON files mapping animation prefixes to atlas frames, with offsets and camera data
StagesJSON files defining background/foreground sprite layers, character positions, and zoom
Lua scriptsSong scripts and stage scripts exposing the Psych Engine Lua API
ImagesPNG spritesheets with matching Sparrow XML atlases
Sounds & musicOGG audio files for song instrumentals, vocals, and sound effects

Development phases

Modding support is Phase 5 in the development roadmap. The phases build on each other and must be completed in order:
PhaseFocus
Phase 1Core + Rendering Foundation — chart parsing, asset loading, atlas rendering, camera
Phase 2Gameplay + Audio + HUD — notes, input, scoring, audio sync, countdown
Phase 3Characters & Stage — animated sprites, stage backgrounds, camera follow
Phase 4Menus — title, main menu, freeplay, story mode
Phase 5Mods + Lua + Modcharts — mod directory loading, Lua VM, custom events, modcharts

The integration test target

The VS Retrospecter Part 2 mod is used as the ultimate integration test for modding support. It exercises custom events, modcharts, and complex Lua scripts. When this mod runs correctly, Phase 5 is complete.

Explore the modding guides

Mod structure

Directory layout, asset placement, and how the engine discovers mod files.

Asset formats

Sparrow XML atlases, Psych Engine chart JSON, character files, and stage files.

Custom events

Define and handle chart events in Lua, including the Wildcard event type.

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