Thought I'd quickly document this here as a reference point.
Hob has a command console built in, accessible by using the tilde (~) key.
Typically this is to the left of the 1 key on your keyboard (in an EN-US keyboard layout).
The console window is a fixed size with a close widget and two gold arrow scroll widgets.
It will remain as an overlay during your play until you hit the tilde (~) key to hide it again.
Warning: game is active whilst console is open, so it is best to pause the game before using console to avoid walking off ledges or into combat.
The list of commands is as below:
Shows the list of available console commands and a brief description of each. I've expanded some of these descriptions below where it's worth mentioning.
Sets the player character to be visible or not. Toggle, TRUE or FALSE
Sets the player character to be enabled or not. Toggle, TRUE or FALSE
Returns a list of the cells (currently active in memory I believe). No arguments.
Clears the console window.
This toggles display of FPS and a whole truckload of other metrics related to the engine. No arguments.
Toggles invulnerability (falls out of the world will still trigger respawn. No arguments.
Does what it says on the box. Simulates an attack that drains all health, essentially a death respawn. No arguments.
Use with caution - can place you in strange places in the cell when you respawn.
Enables the movement debug log file. No arguments.
Can log individual (left/right) foot movements [Foot], animation in use [Anim], movement state (eg: walk/idle/running) [MS] and keys/input used [Keys]. Each a tick box selectable in a right hand screen overlay.
Reloads the player asset. Whilst this will effectively perform a respawn, it's actually reloading mesh/textures/etc. No arguments.
Lists variables in game almost entirely related to story/quest states (eg: ELECTRICITY_ON:GLOBAL:0). No arguments.
Resetcamera should return camera positioning to the scripted position for the scene, I believe. I haven't had a camera glitch out on me, so haven't really been able to test this one. No arguments.
Lists achievable/collectable/quest states in the game. Arguments as listed below.
The first 10 ([BUTTERFLIES..WORLD_PIECE_FOUND]) list which unlockable/collectable areas/items, the final 9 list for the zone it represents which collectables in that zone have been found/not-found.
Creates a text log file of various measurable aspects of your game state and player progress. No arguments.
Log is created with name GameplayData.dat inside the Hob game folder in your documents (eg: C:\Users\oak\Documents\My Games\Runic Games\Hob), where is the amount of minutes played in the current save game. This will dump things like how many units you've spent on upgrades, and lists of found/not-found collectables.
Show the ID# of any current active quest (if any). No arguments.
Shows a list of the completed quests (ID and title). No arguments.
Will show some information about the current audio being played. No arguments.
I would imagine the intent here is to help identify the asset responsible for glitches, if you hear/experience audio issues.
I saw some other people posting that they started so I through I would do the same so here I am
sorry if my gramma is bad
Now that Runic is being shut down I've got nine years of stories coming back to me. I thought I'd share a few, and welcome you to share your own.
1- I was in the Mythos beta. Mythos was the coolest thing ever in its original beta: Seriously a solid Diablo competitor in a time when Diablo 3 wasn't even announced yet. When Flagship Studio shut down I was sad, but when the Seattle team got back together and founded their own company (Runic Games) I jumped on board and started a fansite for them right away. LOOOONG before there was any solid news of a game, but soon enough after Mythos to try to grab some of that old community. The community was the best part of those early days. The Runic devs had one of the best reputations for interacting with their community than I'd ever seen.
2- The fansite nearly didn't get off the ground! Early on I knew little of php or mysql or anything other than 10-year old HTML. A guy volunteered to help me and got RGF running on Wordpress and phpbb. Then he hacked one of the developer's e-mail addresses and accessed some sort of private online file server and downloaded a load of EARLY Torchlight design files. By the time he told me about it the damage was done, and Runic was threatening a lawsuit. Since the guy (whose name I don't even remember) was just some stupid high school kid I think he apologized and swore not to leak the files. Honestly it was so long ago I barely remember what happened. As a result someone at Runic wasn't sure I was on the level and asked someone else to start a rival fansite that they could trust.
3- During Torchlight 2's development a number of community members were offered to get flown out to the studio in Seattle and do a community day. I REALLY wanted to go... but I was recently unemployed and desperately job hunting. I couldn't spare the cash to even buy my own meals, and didn't want to miss the chance at any interviews. I never managed to make it out that time, but I did eventually get out to the office one day just before Hob was announced and run through a part of it. I'm glad I was able to meet everyone. Luckily, it was also the day of the company's anniversary, so they took everyone out to an expensive steak lunch. I never knew Truffle Oil French Fries were a thing, nor that they were so delicious. My favorite part of that meal was finding out exactly how much of a Trekkie Brian is, and talking about Terraria with (I think?) Matt Lefferts(?)
4- Getting beta and/or press access to all of the games was pretty awesome. It's not like I got them for free though - I put enough money into paying for website hosting over the past 9 years to more than cover it