Glossary

In short

One line per term. Follow the link for the full rules and numbers.

Game terms

TermMeaningNote
$$$ ballSandlot’s special ball: a home run off it pays +3 coinsSpecial Balls
100%Beating a map on HardMap Select and Unlocks
Account levelMax 50; gates which batters and cosmetics you can buy and which call signs you can wearXP and Levels
Aerial targetA target with height above 0; the ball has to fly through itMoon Stadium
Aim helperSee-through gold bat outline on the mouse aim; the gap between its two curves is the sweet spot. Replaced the aim ring in #46Batting Feedback
ArcA pitch’s mid-flight loop in metres; curveballs and changeups can loop sidewaysPitch Types
Ball fourFour balls only reset the count; there are no walksCount and Outs
Batter modifiersStat penalties from a park or boss that apply only during the at-batStats
Batting cageEndless practice with no saves or rewards; Tab changes the pitch, M the parkBatting Cage
Batting styleA batter’s trajectory (low / mid / high), hit direction (pull / push) and curveBatting Explained
Big momentA home run that earns the full replay: a replay-worthy swing, a long shot, a target or the scoreboardHit Show
Boss ballA boss’s own special ball; it stacks with the map’s ball and sets the lookPitchers and Bosses
Bonus locationA target that adds flat points (+50 to +200) instead of multiplyingMoon Stadium
Boss inningInnings 3, 6 and 9: a boss pitcher, goal x1.25, +5 coins. Inning 9 is the park’s own bossRun Structure
BreakHow far a pitch moves by the plate; grows with t², so it bends latePitching
Call signA free title over your batter’s name, opened by account levelCall Signs
Carry distanceDistance to where the ball first lands; used for scoringHit Physics
Character levelMax 10 per batter; trait perks at levels 2, 5 and 10XP and Levels
Checkpointrun.json, saved on the map and shop screens, used by CONTINUERun Structure
CoinsCurrency earned and spent inside one runShop and Economy
Co-op2 to 4 players take turns batting in one shared run, refereed by the hostCo-op Overview
Contact (stat)Adds 0.12 m of hit radius per point (base 1) and widens the contact zonesStats
Contact zoneWhere on the bat the ball is hit: perfect (within 0.04 m of the sweet spot), nice (to 0.11 m), sour (further). Sets the gradeBatting Explained
CutsceneMatch intro before inning 1; BOSS DOWN!, MAP BEATEN!, GAME OVER at the end. Settings > CUTSCENES turns them offCutscenes
DecoysThe Phantom’s fake balls: they split off at 30% of the flight and cast no shadowPitchers and Bosses
CosmeticA look-only item: hat, glasses, shoes, batCustomization
Daily challengeA seed from the UTC date, a seed-picked map, always Normal; unlocks nothingDaily Seed and Leaderboard
DifficultyNormal / Medium / Hard per map: goals, pitch speed, special balls, prices, outs, pointsDifficulty
DressingThe props around a park, from a baked prefab or a code layoutBallpark Building
Equipment slotBat, Glove, Cleats hold one item each (buying replaces); Charms stackUpgrades and Synergies
Extra OutsStat added to the 3 outs per inning (Hard: −1)Count and Outs
Final bossA park’s own boss for inning 9 (finalBossId): Benny, Fitz, Gale, Phantom, AlienPitchers and Bosses
FoulContact with spray beyond ±45°; a strike, but it can’t be strike threeCount and Outs
GradeWEAK / GOOD / GREAT / PERFECT, from where on the bat the ball hit (not timing)Batting Explained
GREENA perfect-zone hit that is also on time (timing ≥ 0.80, within 9° of dead centre)GREEN Swings
Hit aimA/D (PULL / OPPO) and W/S (LIFT / DRIVE) held at contactBatting Explained
Hit counterThe live feet counter and home run score stack during the flightHit Show
Green streakGreens in a row; takes don’t break it, any non-green swing doesGREEN Swings
Hit radiusHow far the ball can be from the bat axis and still be hit; 0.19 m at base statsSwing and Timing
Hit stopA brief freeze on contact: 0.09 s for GREAT or better, 0.16 s for GREENAt-Bat Loop
Home runA fair ball that clears the wall on the flyHit Physics
InningOne step of a run: a pitcher and a score goalRun Structure
Inning goalThe score that clears an inning, rounded to 25Run Structure
Instant replaySlow-motion close-up of contact after a GREEN or a well-timed PERFECT; big moments get a full replay after the playHit Show
Match introBroadcast-style opening before inning 1, ending in the batter’s walk-upCutscenes
Level perkA small trait boost for a batter at character levels 2, 5 and 10Batters
Meta points (PTS)The currency kept between runsMeta Progression
Minimum roundminRound: the earliest inning (0-based) a pitcher can appear inPitchers and Bosses
Mini-roundA co-op turn, played as an at-bat round that starts from the team scoreCo-op Run Flow
Opener rotationCo-op inning r opens with seat r mod playersCo-op Rules
Outfield targetA zone past the wall that multiplies a home run’s scoreScoring
Outs poolCo-op shared outs per inning = max(outsPerInning + difficulty delta, i.e. 3 or 2 on Hard, players still in); Extra Outs don’t add to itCo-op Rules
PerkA locked upgrade bought with points on the PERKS screenMeta Progression
Pitch leanPitchers throw the pitch types a special ball rides on 80% of the timePitchers and Bosses
Pitch mixA pitcher’s weighted list of pitch typesPitchers and Bosses
Play cardThe panel after each pitch: headline, grade, MPH, LAUNCH, FT and TIMING: EARLY / LATE / ON TIMEBatting Feedback
Points gem / coin iconPurple gem = meta points, gold coin = run coinsShop and Economy
Pitch speed scale0.6 × the difficulty’s speed; shortens flight time, not the mph shownPitching
Practice parkA park used only in the batting cage (practiceParks), never in runsScoreboard Smash
Quality0..1 from the contact zone only (perfect 0.9+, nice 0.45–0.9, sour 0.2–0.45); sets the gradeBatting Explained
RarityCommon / Rare / Epic; shop weights 6 / 3 / 1Shop and Economy
READYCo-op shop button; the host continues when everyone is readyCo-op Run Flow
Required levelThe account level needed before a batter or cosmetic can be boughtBatters
RerollPay to redraw the shop offers; costs 2, +1 each time per visitShop and Economy
RunOne map, up to 9 innings, at one difficultyRun Structure
Second lifeCo-op: Extra Outs > 0 gives you 2 outs on your own turnCo-op Rules
Sky presetClearDay, Overcast, Night or Space, applied by SkyBuilderRendering
Special ballA park effect on some pitch types, rolled on its own seeded streamSpecial Balls
Starting kitThe upgrades a batter owns at the start of every runUpgrades and Synergies
Strike zonex ±0.22 m, height 0.5–1.1 m on the plate plane, plus the ball’s radiusPitching
SynergyA bonus that switches on once enough owned upgrades share a tagSynergies
TakeNo swing: a pitch in the zone is a strike, one outside is a ballCount and Outs
TracerGlowing arc along the flight, coloured by distanceHit Show
TargetA landing zone or aerial point that multiplies or adds to a home run’s scoreScoring
Timing ringOptional ring (Settings: TIMING RING, off by default) that shrinks to the best press moment: white / yellow / greenSwing and Timing
Timing Window (stat)Base 0.11 (shown as “110 ms”); scales the hit radius by √(TimingWindow / 0.11). Not a time window in secondsStats
TurnCo-op: one player bats until they make an out; costs the pool 1 outCo-op Rules
Unlock orderThe order of the ballparks list: which map opens next, and goals x1.15 per stepMap Select and Unlocks
WhiffA swing that never touches the ball; counts as a strikeCount and Outs
WobbleThe knuckleball’s side-to-side flutter, in metresPitch Types

Code and tooling terms

TermMeaningNote
App 480 (Spacewar)Valve’s test app id used until the game has its ownSteam Test Guide
AtBatPoseUnreliable 41-byte spectating pose message, 30 per secondNet Messages
CoopRulesThe host’s pure referee logic, tested headlessCo-op Rules
CoopRunThe co-op IRunDriver on each machineCo-op Run Flow
CoopWatchGame state while someone else batsLive Spectating
Dev folderDesktop\Code\HomeRunDerby, the folder Claudio playtests inGit and PRs
finalBossIdThe park field naming who pitches the last inningAdd a Final Boss
Headless compile checkRunning UrpSetup.Run with the Editor closed, then reading Logs/Editor.logTesting
HOMERUNDERBY_STEAMScripting define that compiles the Steam code inTransports
HostPlayer 0: owns the roster, referees turns, relays the batter’s messagesLobby and Session
Join codeThe port (7777) on LOCAL, the Steam lobby id on STEAMTransports
LocalTransportUDP with its own reliable channel, for one PC or a LANTransports
MsgIdFirst byte of every net message: 1-2 ping, 10-16 lobby, 30-36 run, 40-44 spectatingNet Messages
NET TESTDev overlay (Ctrl+Shift+N) for raw HOST / JOIN / PINGSteam Test Guide
NetSessionThe lobby layer: roster, version check, StartRun, routes message ids 30 and upLobby and Session
NetSession.ProtocolCo-op protocol string (now HRD-COOP-3); mismatched builds are refusedProtocol Versions
One id namespaceunlockedIds is shared by batters, upgrades and cosmeticsAdd an Upgrade
Protocol bumpChanging NetSession.Protocol when co-op messages or rules changeAdd a Net Message
Reference worktreeHomeRunDerby-main, a git worktree on main used as a read-only copyGit and PRs
RunConfigThe global numbers for a run: innings, goals, coins, shopRun Config
Self-testAn Editor static Run() from Tools → Home Run Derby; logs PASSED / FAILED, exit 0 / 1 in batch modeTesting
SpectateFeedThe spectator’s playback buffer: offset = fastest delay + 0.15 sLive Spectating
StatModifierA change to one stat, either Add (flat) or PercentStats System
SteamTransportFriends-only lobby plus Steam Datagram RelayTransports
BeanToonThe toon shader every object usesRendering
CharacterFitProfileHand-tuned cosmetic sockets for one character modelFit Mode
CosmeticAnchorBone plus local pose and size where a cosmetic hangsCharacters and Rigs
FitOverridesJSON fit values applied on top of the assets at bootFit Mode
GameBootstrapSpawns the game after any scene loads, so no scene setup is neededBoot and GameRoot
GameEventsStatic event bus: gameplay raises, UI / audio / effects subscribeGame Events
GameRootComposition root: creates every service and holds the GameStateBoot and GameRoot
GameStateThe current screen; UIRoot draws one IMGUI view per stateGame States and Screens
IBatterFigureThe batter figure contract (HumanBatter, BeanBatter)Characters and Rigs
Insta-home-run batDev menu toggle that makes every swing a no-doubterDev Menu and Shortcuts
IRunDriverWhat the in-run screens talk to: RunManager (solo) or CoopRunArchitecture
Park dressingVisual props around a park, from a baked prefab or a code layoutBallpark Building
PlayerStatsSums modifiers: (base + adds) × (1 + percents)Stats System
Rigged beanA Blender bean model made Humanoid at runtime by BeanRigCharacters and Rigs
RunSaveDataThe run.json checkpoint: seed, choices, totalsSave System
ScoreboardHitEvent raised when a ball smashes the scoreboardScoreboard
SeededRandom.DeriveMixes a seed and a stream id into an independent seedSeeds and Determinism
ShopSaltPer-player co-op salt so each player gets their own shop offersSeeds and Determinism
Stream idA fixed number giving one system its own RNG streamSeeds and Determinism
ToonifySwaps an imported model’s materials for toon copiesRendering
TurnSeedCo-op pitch seed for one turn of an inningSeeds and Determinism
BroadcastDrawThe TV-graphics kit shared by the cutscenes and hit showUI System
IndexCatalogBuilds the INDEX screen’s list from the content, plus hand-added planned itemsIndex Screen
IntroGateCo-op: the host holds the first turn until everyone finishes the match introCo-op Run Flow
Swing logswings.csv, one line per pitch, for tuning the battingSwing Log
TEST HITSDev menu tool that turns every swing into a chosen kind of batted ballDev Menu and Shortcuts