This is a list of all the documented launch arguments and settings for power users. Keep in mind that -dev mode was added during the 2018-03-28 update[1], and more options were added after that, see the official changelog for the authoritative list[2].

Command-line arguments Edit

The PC version of the game supports the following launch parameters:

  • -dev: Enables most of the development functionality and cheats, while also disabling achievements. It always has to be the first parameter in order for it to work. Combine it with Sphinx.ini to unlock most of the options.
    • It mainly unlocks the global right-click menu that contains the level selector and lets you open other windows like the Watcher, and access cheat options.
  • -mod <path>: Same behavior as the PCMod configuration key, but temporary. The folder must contain a BuildData/Filelist.bin. The game will load the original filelist; merging it with the one from the mod, always preferring to load files from the latter when in doubt. So it works as a virtual file system overlay of sorts on top of the assets of the base game. It can be used in a shortcut, so multiple shortcuts will launch multiple mods without having to change any settings. Ensure you quote the path to avoid problems with spaces.
    • Example: During development you can use -mod "X:\Sphinx\Binary\_bin_PC".
  • -level <hashcode>: Same behavior as the PCReplaceFrontEnd configuration key, but temporary. If set to 1 it will use the Level value of [InitialLevel]instead. Requires either -dev or -mod (or both) for it to work. Added in the 2019-08-28 update.
    • Example: To always load HT_File_urk_4pat you can use -dev -level 0x01000233.
  • viewer: Launches the in-game .EDB asset viewer, same as toggling it via the right-click menu in -dev mode, but temporary. This is the only original argument added by Eurocom that the older versions of the game supported, and it partially works on GameCube via cheat code[3], albeit without mouse support.

Configuration file (Sphinx.ini) Edit

Sphinx.ini is the main configuration file of the game. It is pretty flexible and supports a lot of different keys, especially when combined with -dev mode. The most commonly used keys are listed below as a good start point:




Location of the configuration file Edit

Depending on your operating system your Sphinx.ini will be stored in the following per-user folders:

  • Windows: %appdata%\Sphinx\Sphinx.ini (e.g. C:\Users\<user-name>\AppData\Roaming\Sphinx\)
  • macOS: ~/Library/Application Support/Sphinx/Sphinx.ini
  • Linux: ~/.local/share/Sphinx/Sphinx.ini
Note: Keep in mind that there is also a Sphinx.ini in the game's root folder, but it is only there for reference and is not loaded directly by the game.

List of documented configuration keys and values Edit

Key Default value

Valid values

PCBootToViewer 0 0 or 1 Bring ups the in-game .EDB asset viewer mode. Same as toggling it from the right-click menu.
PCMod (empty) folder path Forces the game to launch in mod mode, in this mode the special folder overrides any files from the base game. Same as specifying the -mod <path> command-line parameter, but persistent.
Language -1 -1 = None

0 = English

1 = English US

2 = French

3 = German

4 = Italian

5 = Spanish

6 = Portuguese

7 = Korean

8 = Japanese

9 = Greek

10 = Dutch

11 = Danish

12 = Norwegian

13 = Swedish

14 = Finnish

15 = Russian

16 = Trad. Chinese

If this configuration key is set to none (-1) then the language set in Steam has priority over the platform language, if everything else fails the game will use the default system language.

The game filters the languages to those available in the compiled version. At the time of writing Sphinx supports English, French, German, Italian, Spanish and Korean.

ScanMode 0 0 or 1 Scan mode is the equivalent to noclip mode in other games. To enable scan mode in-game you press the right analog stick/C keyboard key, the player can then move freely and fly through objects. To move vertically use the Y/A Xbox controller buttons (top and bottom, basically) or Esc/Spacebar if you are using keyboard. Press the enable button again to toggle it back. It only works in -dev mode.
AllowGamePause 0 0 or 1 Allows you to toggle the game pause, frame advance and slow down modes by using the Scroll Lock and Pause keyboard keys; see this Steam thread for more information. It only works in -dev mode.
KeyboardOptions 0 0 or 1 Enables the keyboard debug shortcuts. It only works in -dev mode.
OpenGLContext 0 0 or 1 Enable OpenGL validation, request a debug context and GL_KHR_debug.
LogLev -1 0, any Sets the verbosity of the game log traces, which are sorted by priority. On Windows the game prints to DebugView, while on macOS and Linux it uses stderr. Added by Eurocom.
InvertFirstPersonVertical 0 0 or 1
InvertThirdPersonVertical 1 0 or 1
InvertThirdPersonHorizontal 1 0 or 1
PadRumble 1 0 or 1 Enable force feedback.
TutorialPrompts 1 0 or 1 Has direct gameplay consequences. Disables most of the help tooltips and explanations that can be freely ignored by advanced users. It uses a hardcoded blacklist of hashcodes.
Display-FOV 64 20, 110 Field of view, in degrees. Limit is only enforced at startup on Nintendo Switch or while using the GUI.
Reverb 1 0 or 1 Enables the echo effects.
MusicVolume 75 0, 100
SfxVolume 100 0, 100
InputGrabbed 1 0 or 1 Restrict the cursor to the game window area. Enabled by default.
Display 0 0, any Select the index of the screen to use. First screen starts at zero.
PresentMode Borderless Fullscreen



Setting it to window mode will cause the game to pick a size slightly smaller than the work area rectangle by default.
FBWidth (desktop width) 1, any Force the framebuffer width in pixels. Also useful to force a specific window size.
FBHeight (desktop height) 1, any Force the framebuffer height in pixels. Also useful to force a specific window size.
Vsync 2 0 = Off

1 = Adaptive

2 = On

Use adaptive v-sync to reduce screen tearing.
UseFramebuffer 1 0 or 1 By default the game creates its own framebuffer objects to draw the scene and then blits/resolves into the default framebuffer at the end of the frame. When setting this to zero the game will draw directly in the default framebuffer and MSAA won't work unless forced by the graphics card vendor panel.
MSAASamples varies 1, max supported Set the number of samples for multisample antialiasing. Setting it to one is the same as disabling it.
AnisotropyTaps varies 1, max supported Amount of anisotropic filtering.
SoftParticles varies 0 or 1 Masks the borders of flat, translucent elements that cut against solid geometry. Adding a volumetric effect.
LimitParticles varies 0 = unlimited

1 = limited

2 = all, no particles

Reduce the amount of slowdowns when the graphics card is struggling with the huge amount of pixel fill-rate caused by many layers of transparent objects when they cover most of the screen.
UsePlayStationButtonPrompts 0 0 or 1 Show the original PS2 on-screen button prompts instead of the Xbox button layout.
TextHudObjScaling 1.3 0.1, any Scale several HUD elements like dialog text and Ankh markers.
Level varies hashcode in decimal Persistently stores the last loaded level during normal gameplay. Replaces the value of the front-end .EDB file, in theory. Could be used to launch the game and jump straight to a level when coupled with the option below. Added by Eurocom.
PCReplaceFrontEnd 0 0 or 1 or a hashcode When set to 1 the game will boot with the last loaded level, see above. If a fixed map hashcode is used instead it will load it. Same as specifying -level <hashcode> at launch time.
PCQuickMap1 -1 a level hashcode Storage for each Ctrl + 1 (up to 5) quick-load shortcut. It only works in -dev mode. Added in the 2019-08-28 update.

References Edit

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