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{{Infobox |title = TETR.IO
{{Infobox |title = TETR.IO
|developer = osk
|developer = osk<ref name="team">{{cite web |url=https://tetr.io/about/ |title=About TETR.IO/THE TEAM |date=October 23, 2022 |website=TETR.IO |archive-url=https://web.archive.org/web/20221024015335/https://tetr.io/about/ |archive-date=October 23, 2022}}</ref>
|released = '''INDEV'''<br>February 19, 2019<br>'''INFDEV'''<br>January 31, 2020<br>'''Alpha'''<br>March 22, 2020
|programmer = Dimentio<br>Dr Ocelot<br>flash <span style="color: grey;">(Assisting)</span><ref name="team" />
|latestrelease = 6.1.6 / January 23rd, 2022<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_6_1_6 |title=6.1.6 Update Log |date=January 23rd, 2022 |website=TETR.IO Patchnotes}}</ref><br>Desktop V8 / March 7th, 2021<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_6_0_1 |title=6.0.1 Update Log |date=March 7th, 2021 |website=TETR.IO Patchnotes}}</ref>
|designer = garbo<br>GlitchyPSI <span style="color: grey;">(Assisting)</span><ref name="team" />
|released = '''INDEV'''<br>February 19, 2019<br>'''INFDEV'''<br>January 31, 2020<br>'''Alpha'''<br>March 22, 2020<br>'''Beta'''<br>July 26, 2024
|latestrelease = Beta 1.6.1 / February 16th, 2025<ref name="latest">{{Cite web|url=https://tetr.io/about/patchnotes/#chlog_BETA_1_6_1|title=Beta 1.6.1 Update Log|date=February 16, 2024|website=TETR.IO patch notes}}</ref><br>Desktop V9 / March 9th, 2024<ref>{{cite web |url=https://tetr.io/about/desktop/history/ |title=Desktop Version History |date=March 9th, 2024 |website=About TETR.IO}}</ref>
|platform = Web (Native)<ref group="note">Specifically, TETR.IO officially supports Chrome 67≤, Firefox 56≤, Edge 79≤, and Opera 66≤</ref> <br> Desktop: Windows, Linux, macOS<ref group="note">Specifically Desktop V5 and up is supported. If one launches Desktop V4, for instance, they will be met with a screen informing them the current Desktop client version is unsupported alongside links to update, and the game will refuse to load.</ref>
|platform = Web (Native)<ref group="note">Specifically, TETR.IO officially supports Chrome 67≤, Firefox 56≤, Edge 79≤, and Opera 66≤</ref> <br> Desktop: Windows, Linux, macOS<ref group="note">Specifically Desktop V5 and up is supported. If one launches Desktop V4, for instance, they will be met with a screen informing them the current Desktop client version is unsupported alongside links to update, and the game will refuse to load.</ref>
|preview = 5 (default)
|preview = 1~6  (default 5)
|playfield = 10 &times; 40 (default, modifiable in [[TETR.IO#Custom | solo custom games]])
|playfield = 10 &times; 40 (default)
|hold = Yes (default)
|hold = Yes (default)
|hard = Yes (default)
|hard = Yes (default)
|system = [[SRS]], SRS-X, SRS+, [[Arika Rotation System|ARS]], [[Nintendo Rotation System|NRS]], ASC, Tetra-X, None
|system = SRS+ (default), [[SRS]], SRS-X, [[Arika Rotation System|ARS]], [[Nintendo Rotation System|NRS]], ASC, Tetra-X, None
|boxart = Tetr.io_logo.png
|boxart = Tetr.io_logo.png
|caption = TETR.IO logo
|caption = TETR.IO logo
Line 15: Line 17:
}}
}}


'''''TETR.IO''''' is a free-to-play online multiplayer and single player game developed by osk. Players can play against friends and foes all over the world and claim a spot on the leaderboards, found in the TETRA CHANNEL.
'''''TETR.IO''''' is a free-to-play online multiplayer and singleplayer game developed by osk. Players can play against friends and foes all over the world and claim a spot on the leaderboards, found in the Tetra Channel. It is referred to as a free-to-win, modern yet familiar online stacker game in the same genre as [[Tetris]].


== Gameplay ==
== Multiplayer ==
''TETR.IO'' offers multiplayer and solo play. There are currently four single-player modes and two multiplayer modes.
In multiplayer, players can play online multiplayer games against each other. You can choose to play in one large Royale lobby or in a room created using the Custom Rooms option. The host of a room can change settings for the room such as Spin bonuses, player limit, the amount of next pieces shown, and more. Rooms that are set to public by the host will appear in the Room Listing.
 
Custom rooms with 3 or more players play similarly to ''[[Tetris 99]]'' along with alike targeting options, though you cannot manually target a specific player by default. A garbage/gravity margin time system is enabled by default, which causes garbage sent/gravity to increase gradually after a specified amount of time.


== Multiplayer ==
In multiplayer, the player can play matches against other players. A player can choose to play in the game's Quick Play room where players can play a match with default settings. The Custom Play option allows for creation of custom rooms, with the ability to change settings for the room such as spin bonuses, player limit, the amount of next pieces shown, and others. The player can view public rooms in the Room Listing menu, if the host of the room created it as a public room. Each multiplayer game with 3 or more players plays similarly to ''[[Tetris 99]]'' along with alike targeting options, minus the ability to manually target by default, included. A garbage/gravity margin time system is also in the game, in which the amount of garbage sent/gravity present on the active piece is multiplied more and more after a static period of time.
=== Mechanics ===
=== Mechanics ===
Including modern stacker staples such as [[Garbage]](notably using "change on attack" randomization rules), [[Gravity]], and the quintessential [[Line clear]], ''TETR.IO'' contains several miscellaneous mechanics that offset it from other games.
''TETR.IO'' includes many modern stacker staples such as [[Garbage]] (notably using "change on attack" randomization rules), [[Gravity]], and the quintessential [[Line clear]], but also contains several mechanics unique to it.
 
==== Combo System: "Multiplier" ====
==== Combo System: "Multiplier" ====
[[Image:TETR.IO_Combo-Table.png|right|800px|thumb|An illustration of the combo table in use, as well as an explanation of the "B2B Chaining" mechanic. Yellow cells indicate the attack shown is strong enough to cause a "spike", red cells indicate that the garbage sent would be enough to cause a topout if garbage is not countered, and purple cells indicate an attack which is large enough to cause a "spike KO"]]
[[Image:TETR.IO_Combo-Table.png|right|800px|thumb|A table detailing the Multiplier combo and B2B Chaining mechanics combined. Yellow cells indicate the attack will cause a "spike", red cells indicate that the attack would cause a top-out if no garbage is cancelled, and purple cells indicate an attack that can cause a "spike KO". Note that the All Clear attack value is outdated.]]
All multiplayer TETR.IO matches utilize a very different combo table than other Tetris games and clones. This system is known as '''the multiplier system''' in the community, and its purpose is pretty simple. It heavily nerfs the previously overpowered "four-wide" combo setup, and awards combos with Quad or T-Spin finishers with a large spike<ref>{{cite web |url=https://blog.osk.sh/post.php?p=5df9463f716867.05060790 |title=TETR.IO Forty-Four Fact Frenzy! |date=December 17th, 2019 |website=osk blog}}Fact 7: Spiced up Garbage</ref>. This system cannot be disabled or altered in any way, and it is present in every online match including Quick Play, TETRA LEAGUE, and Custom Rooms.
 
By default, ''TETR.IO'' utilizes a very different combo system to other Tetris games and clones. This system is known as the Multiplier combo system. It nerfs the usually overpowered "four-wide" combo setup heavily, and awards combos that finish with a Quad or T-Spin with a large spike. This system is enabled by default in all multiplayer modes and Zen, and can be toggled in the Custom Room settings.
 
In the Multiplier system, larger attacks are affected by combo more than smaller ones. The exact value is <math>base*(1+0.25x)</math> where <math>x</math> is combo. If the base attack is 0, the function <math>ln(1+1.25x)</math> is used for 2-combo and above.
 
Since TETR.IO is played on a grid, the resulting value must be rounded to a whole number. How this is done depends on the "Rounding Mode" setting. Taking a 1-combo Double (1.25) for example:
* '''DOWN''': values are rounded down, meaning it will always send 1.
* '''RNG''': values use weighted randomness, meaning it has a 25% chance to send 2 instead.
Quick Play uses RNG mode. Other multiplayer modes and Zen use DOWN mode by default. Blitz and Sprint use other scoring systems, so this system is not used.
 
==== Back-to-Back Charging ====
[[File:Tetrio b2b charge.png|200px|thumb|right|Various stages of B2B Charging.]]
 
Back-to-Back Charging is a mechanic added in Beta 1.0.0 on July 26th, 2024<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_BETA_1_0_0 |title=Beta 1.0.0 Update Log |date=July 26th, 2024 |website=TETR.IO patch notes}}</ref> alongside the new Quick Play mode. This is the default mechanic used in multiplayer games, replacing Back-to-Back Chaining.
 
To use this mechanic, one must do several "difficult line clears" (including Quads, T-Spins and All-Spins if enabled), without clearing a Single, Double, or Triple in between each one. This adds one extra line of garbage to each attack until the streak is broken.
 
When a player gets a Back-to-Back streak of 4, they will begin charging up a Surge attack. This has a starting power of 1 line in Quick Play and 4 lines in other modes. Each difficult line clear adds 1 line to Surge, so a higher B2B streak will result in a larger Surge attack. For example, if a player has an 8 B2B streak, then 8 lines will be charged (5 lines in Quick Play).
 
When the player breaks their B2B streak, all of the player's stored Surge lines will be sent at once. It splits into three segments, with the first and sometimes second segment keeping the remainder if the total lines are not a multiple of 3.


==== Back-to-Back Chaining ====
==== Back-to-Back Chaining ====
Back-to-Back Chaining was introduced in the 2.3.2 update released on the 24th of April, 2020<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_2_3_2 |title=2.3.2 Update Log |date=June 2nd, 2020 |website=TETR.IO Patchnotes}}</ref> as an experimental feature which quickly became a popular quirk for many, and made its way into being a default mechanic the next update the day right after it was introduced.
Back-to-Back Chaining was introduced in Alpha 2.3.2 on 24th of April, 2020<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_ALPHA_2_3_2 |title=Alpha 2.3.2 Update Log |date=June 2nd, 2020 |website=TETR.IO patch notes}}</ref> as an experimental feature which quickly became a popular quirk for many, and became a default mechanic the day right after it was introduced. It was replaced with Back-to-Back Charging in Beta 1.0.0, and in Tetra League's pre-season in Beta 1.1.0.
 
Back-to-Back Chaining rewards the player with more lines per attack as their streak increases:
{| class="wikitable" style="text-align: center; width:40%;"
|-
! style="width:25%"| Range of B2B streak
! style="width:25%"| Displayed B2B count
! style="width:25%"| Extra lines sent per attack
|-
| 0-1 || (none shown) || 0
|-
| 2-3 || B2B x1 - B2B x2 || 1
|-
| 4-8 || B2B x3 - B2B x7 || 2
|-
| 9-24 || B2B x8 - B2B x23 || 3
|-
| 25-67 || B2B x24 - B2B x66 || 4
|-
| 68-185 || B2B x67 - B2B x184 || 5
|-
| 186-504 || B2B x185 - B2B x503 || 6
|-
| 505-1370 || B2B x504 - B2B x1369 || 7
|-
| 1371-3725 || B2B x1370 - B2B ×3724 || 8
|}
This system effectively increases forever, seeming to progress similarly to a square root function. Values up to level 8 were posted in a pinned message by osk in the official TETR.IO Discord server's #tetrio-general channel.
 
In a Custom Room, both Back-to-Back mechanics can be toggled separately using their respective game settings by the host. It was replaced with Back-to-Back Charging as the default setting in the Season 2 Pre-Season.
 
==== All-Mini ====
All-Mini was added in Beta 1.0.0<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_BETA_1_0_0 |title=Beta 1.0.0 Update Log |date=July 26, 2024 |website=TETR.IO patch notes}}</ref> on July 26, 2024. This rule allows all pieces to perform Spins. Spins for pieces other than T use immobile detection and are counted as Mini-Spins. It used to be the default rule until it was replaced by All-Mini+ after Beta 1.5.0.
 
All-Mini+ was added in Beta 1.5.0<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_BETA_1_5_0 |title=Beta 1.5.0 Update Log |date=January 18, 2025 |website=TETR.IO patch notes}}</ref> on January 18, 2025, allowing T pieces to use immobile detection as well. It replaced All-Mini as the default for all multiplayer gamemodes and Zen.
 
==== Passthrough ====
This mechanic allowed two players to send garbage to each other without cancelling the garbage sent if one attack is sent before the other is received. Garbage takes 20 frames, or 0.333 seconds<ref name="4.2.0 update">{{cite web |url=https://tetr.io/about/patchnotes/#chlog_ALPHA_4_2_0 |title=Alpha 4.2.0 Update Log |date=July 30, 2020 |website=TETR.IO patch notes}}</ref>, to travel to another player. During this time, it cannot cancel or be cancelled by any incoming garbage and plays a special sound when it does.
 
As of Alpha 6.1.2<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_ALPHA_6_1_2 |title=Alpha 6.1.2 Update Log |date=October 18, 2021 |website=TETR.IO patch notes}}</ref>, it is disabled by default in all gamemodes. It can be enabled by toggling the "Garbage Passthrough" option under the "Gravity and Margin Time" category. This mechanic historically has gone through many controversies leading to its removal as a default mechanic -- refer to the [[TETR.IO#Professional_Concerns:_The_Removal_of_Passthrough|Professional Concerns]] section for more info.
 
==== Clutch Clear ====
''Clutch Clears'' were introduced in Alpha 2.5.3. When enabled, if you cleared lines when you would have caused a [[Top out|lock out]], you would be able to keep playing. This mechanic became redundant when lock out was disabled by default.
 
Clutch Clears were reworked in Beta 1.5.0. If you clear lines when you would have caused a [[Top out|block out]], your next piece will be pushed above the stack, allowing you to keep playing.
 
A "CLUTCH" pop-up and sound effect appears when it triggers. Triggering multiple Clutch Clears in a row will display "DOUBLE CLUTCH", "TRIPLE CLUTCH", and so on. This continues up to "DECA" then switches to "CLUTCH x<code>number</code>".
 
=== Quick Play ===
''Quick Play'' is the main free-for-all room in ''TETR.IO'', aiming to be a more casual, unranked experience, and was revamped in Beta 1.0.0.<ref>{{Cite web|url=https://tetr.io/about/patchnotes/#chlog_BETA_1_0_0|title=Beta 1.0.0 Update Log|date=July 26, 2024|website=TETR.IO patch notes}}</ref> The goal of this mode is to climb as high as possible and battle it out in a large free-for-all lobby. Upon being eliminated, players can promptly start a new run without waiting for the game to end. It has two leaderboards that reset weekly: Quick Play and Expert Quick Play (Expert Mode enabled).
 
==== Gameplay changes ====
Quick Play makes some changes to the base gameplay.
 
B2B Charging Surge starts with an attack of 1 line, instead of 4 lines like in other multiplayer modes. All Clears send only 3 lines but add +2 B2B. 0-combo non-Spin Singles always send 1 line<ref group="QP note">This was done to prevent players from receiving garbage without sending any themselves, which could negatively affect Quick Play's balance.</ref>, except in Expert Mode or any reversed mod.
 
Garbage messiness is modified from change-on-attack. Each individual line has a certain chance to change columns, known as garbage messiness. Between separate attacks, this chance is multiplied by 2.5x. This means that garbage is not specifically tied to the queue.
 
When receiving garbage, the lines will wait in queue before becoming active. It first appears a transparent yellow, then transparent red, then opaque red once active. Placing a piece before the lines are active will not cause garbage to enter. Garbage becomes active faster per floor and if the Expert Mode mod is enabled.
 
==== Floors ====
Zenith Tower, the stage of Quick Play, is divided into ten floors by altitude. Reaching a new floor for the first time, other than floors 1 and 10, unlocks a new mod.
 
{| class="wikitable"
|-
! Floor
! Name
! Height range(m)
|-
| 1
| Hall of Beginnings
| 0&ndash;50
|-
| 2
| The Hotel
| 0&ndash;150
|-
| 3
| The Casino
| 150&ndash;300
|-
| 4
| The Arena
| 300&ndash;450
|-
| 5
| The Museum
| 450&ndash;650
|-
| 6
| Abandoned Offices
| 650&ndash;850
|-
| 7
| The Laboratory
| 850&ndash;1100
|-
| 8
| The Core
| 1100&ndash;1350
|-
| 9
| Corruption
| 1350&ndash;1650
|-
| 10
| Platform of the Gods
| 1650 and above<ref group="QP note">The height of floor 10 is internally set to "1 / 0", which equals infinity.</ref>
|}
 
==== Climbing ====
[[File:TETRIO climb speed.png|300px|thumb|right|The Climb Speed bar at rank 8.]]
 
Players climb the Zenith Tower by sending lines and eliminating other players.


To take advantage of this mechanic, one must preform several "difficult line clears", meaning Quads and T-Spins, without clearing singles, doubles, or triples inbetween each difficult line clear. This is known as a [[Back-to-Back]], and they are rewarded in other Tetris games and clones by adding one line of garbage to an attack.
Climb Speed is ranked up by sending and cancelling lines, indicated by a progress bar and growing shapes under the board. You start at Climb Speed 1, and there is no upper limit. You climb at +0.25m/s, starting at 0.25m/s, per Climb Speed rank passively.


TETR.IO takes this idea one step further, and actually rewards the player according to how many Back-To-Back line clears one can clear in a row:
Sending, but not cancelling lines, will gain bonus altitude, shown as a flashing +NUMBER above your username. Each line sent immediately boosts you by 1 second of your Climb Speed. KOs count as 15 lines, but do not contribute to Climb Speed progress.
{| class="wikitable" style="text-align: center; width:40%;"
 
Climb Speed decays over time and decays faster at higher ranks. When you gain a rank, this decay will pause for 5 seconds. However, each time you lose and regain the same rank, this shortens by 1 second (down to 1 second). This can be reset back to 5 seconds by reaching 50% to the next rank.
 
In Expert Mode, Climb Speed decays faster, and cancelling lines does not contribute to Climb Speed progress.
 
In Duo, both players contribute to the same Climb Speed and altitude, but contribute half as much each.
 
==== HYPERSPEED ====
[[File:TETRIO hyperspeed text.png|300px|thumb|right|The HYPERSPEED text.]]
[[File:TETRIO hyperspeed overlay.png|300px|thumb|right|The HYPERSPEED speedrun overlay with time splits.]]
When you reach a certain Climb Speed rank specific to each floor before reaching floor 6, you enter HYPERSPEED. You must reach a rank of 8 on floors 1 or 2, rank 9 on floors 3 or 4, or rank 10 on floor 5. You cannot enter HYPERSPEED after floor 6. HYPERSPEED ends when you reach floor 10 or fall below Climb Speed rank 7. As of Beta 1.6.1, entering HYPERSPEED is only possible when no modifiers are enabled. Previously, HYPERSPEED was available with every modifier except Duo or any reversed mod.
 
In HYPERSPEED, a speedrun overlay shows up with the player's progress, the time the player completed each floor, and their best times. The player will also have a glowing rainbow overlay in the leaderboard. Otherwise, HYPERSPEED is mostly cosmetic and does not directly affect climbing.
 
==== Fatigue ====
To prevent runs from going on forever, the player receives a debuff every minute starting from 8 minutes up to 12 minutes.<ref group="QP note">There are no further debuffs past 12 minutes, meaning a run can last effectively forever. A few players have attempted such runs which have reached [https://www.youtube.com/watch?v=X7P0PKwz7UA over 30 minutes].</ref> These debuffs stack and last until the player tops out. The board darkens before each Fatigue debuff to warn the player.
 
{| class="wikitable"
|-
! Time
! Debuff
! Message
|-
| 8:00 || +2 permanent lines || FATIGUE SETS IN...
|-
| 9:00 || Receive 25% more garbage || YOUR BODY GROWS WEAK...
|-
| 10:00 || +3 permanent lines (total 5) || ALL SENSES BLUR TOGETHER...
|-
| 11:00 || Receive 25% more garbage (total +50%) || YOUR CONSCIOUSNESS FADES...
|-
| 12:00|| +5 permanent lines (total 10) || THIS IS THE END.
|}
 
Additionally, at 3, 5, and 7 minutes, your chance of being targeted increases. No message appears for this effect however.
 
==== Attacking ====
Attacking players in Quick Play is done by sending lines. If an attack causes a player to top out, a KO is attributed to that player's attack. When sending an attack of over 4 lines, it will be split up into separate attacks of up to 4 lines each. Garbage is multiplied the higher up an attack travels, known as "height multiplier".
 
You cannot change targeting modes or manually target players in Quick Play. Instead, all players have a hidden "Targeting Factor" value that determines how likely they are to be targeted. Targeting Factor increases over time during a run and is affected by some mods. Targeting Factor decreases temporarily when receiving garbage, known as "Targeting Grace".<ref group="QP note">In rare cases, players could send so much garbage that everyone hit a cap and their Targeting Factor hit 0. This would cause any player starting a run to be targeted by everyone in the entire lobby until they were capped out too. This issue was remedied in a hotfix following Beta 1.5.0.</ref> Players also generally target others on the same floor.
 
==== Windup ====
[[File:TETRIO windup.png|100px|thumb|right|The Windup alert.]]
''Windup'' is a mechanic that triggers when any individual received attack contains 8 or more garbage lines. When this happens, an alert will appear, and the attack will be split up into portions of 4 lines. It can only be split up to 4 times; the last portion will contain all leftover lines. For example, an attack of <code>9</code> would become <code>4+4+1</code>, and an attack of <code>21</code> would become <code>4+4+4+9</code>.
 
When a Windup appears, it takes 1 second for the attack to start coming in, and 0.5 seconds between each split portion. Only one Windup can happen at a time; further attacks are queued until the Windup ends.<ref group="QP note">At very high (6000m+) altitudes, players can receive so many large attacks that they get non-stop Windups queued up faster than they can activate.</ref>
 
When using the Volatile Garbage mod, Windup is triggered ''before'' garbage is doubled. This means that an attack of 15 would enter normally, and an attack of 16 would trigger Windup.
 
==== Mods ====
Quick Play features a total of 9 mods that can be enabled before starting a run. 8 of them are unlocked by reaching a certain floor, while the Duo mod requires one player to be a ''TETR.IO'' Supporter. Each unlockable mod makes gameplay more difficult, though some also have a potential upside. You cannot unlock mods or get the Zenith Explorer achievement in a Duo.
 
{| class="wikitable" style="text-align: center; width:70%;"
|-
! Mod name
! Effect
! Unlock condition
|-
| No Hold || Disables the ability to hold pieces. || Floor 2
|-
| Messier Garbage || Garbage is significantly messier. || Floor 3
|-
| Gravity || Gravity increases and lock delay decreases per floor. || Floor 4
|-
| Volatile Garbage || Receive and cancel double the normal amount of garbage. || Floor 5
|-
| Double Hole Garbage || Garbage may sometimes spawn with two holes. || Floor 6
|-
| Invisible || Non-garbage blocks become invisible and are shown briefly every 5 seconds. || Floor 7
|-
| All-Spin || Spins with non-T pieces are considered full Spins instead of Mini-Spins.<br>Performing the same clear or Spin twice in a row spawns a Wound line.<br>Action text persists after performing an action. || Floor 8
|-
| Expert Mode || Lowered garbage delay.<br>All garbage lines enter at once instead of rolling in one by one.<br>0-combo Singles no longer send any lines.<br>Cancelling garbage does not contribute to climb speed.<br>Chance of being targeted increases.<br>Garbage is messier. || Floor 9
|-
| Duo || Allows two players to play as a single team.<br>If one tops out, the other can revive them by completing up to 3 random tasks. || One player must be a Supporter
|}
 
===== Wound lines =====
[[File:Tetriowoundline.png|300px|thumb|right|Wound lines on a player's board.]]
''Wound lines'' are a type of unclearable garbage that spawn when a player performs the same clear or action twice or more in a row with the All-Spin mod enabled. Wound lines consist of blocks that shift colors and display a number indicating how many clears one must perform before they turn into regular garbage. The number of clears required increases with each floor. Wound lines are unaffected by the Volatile Garbage and Double Hole Garbage mods. All Clears can still be achieved even if Wound lines are present.
 
===== Reviving =====
[[File:TETRIO revive.png|thumb|300px|A Duo partner awaiting revival.]]
When one player in a Duo tops out, the run isn't over yet. To revive their partner, the surviving player must complete 1-3 revive tasks. This will clear their board and allow them to keep playing. These revive tasks are grouped into tiers ranging from ''F'' to ''A'' tier:
{| class="wikitable mw-collapsible mw-collapsed"
|-
! Tier !! Task !! Notes
|-
| F || Perform a 3-Combo ||
|-
| F || Clear 2 Doubles ||
|-
| F || Clear a Quad ||
|-
| F || Clear 6 Lines ||
|-
| F || Clear a Single using an O-Piece ||
|-
| F || Clear a Double using an O-Piece ||
|-
| F || Clear a Double using an S or Z-Piece ||
|-
| F || Clear a Triple using an L or J-Piece ||
|-
| F || Clear 3 lines while holding an I-Piece || Does not appear with No Hold.
|-
| F || Use Hold 8 times || Does not appear with No Hold.
|-
| F || Rotate 20 times ||
|-
| F || Clear 2 Singles in a row ||
|-
| E || Perform any Spin || The Spin does not require clearing lines.
|-
| E || Clear a T-Spin Single ||
|-
| E || Clear a T-Spin Double ||
|-
| E || Clear an S/Z-Spin ||
|-
| E || Clear an L/J-Spin ||
|-
| E || Perform a 5-Combo ||
|-
| E || Clear 2 Lines using horizontal I-Pieces ||
|-
| E || Place 20 pieces ||
|-
| E || Send 6 Attack || Cancelling is allowed.
|-
| E || Place 2 O-Pieces in a row ||
|-
| E || Place 12 pieces while only rotating counterclockwise ||
|-
| E || Clear 6 Singles without starting a combo ||
|-
| D || Clear 4 Doubles ||
|-
| D || Place 3 pieces in a row without moving or rotating || Holding is allowed.
|-
| D || Place 14 pieces in a row without clearing any lines ||
|-
| D || Clear 2 Doubles using S or Z-Pieces ||
|-
| D || Clear 2 Triples using L or J-Pieces ||
|-
| D || Clear an I-Spin ||
|-
| D || Clear a Quad in the upper half of the board ||
|-
| D || Rotate 80 times ||
|-
| D || Clear a Quad while on a 2+-Combo ||
|-
| D || Clear 2 Singles in a row using S or Z-Pieces ||
|-
| D || Perform a 3-Combo without using Hold ||
|-
| D || Perform 3 Spins that don't clear any lines ||
|-
| D || Perform 2 S/Z/L/J-Spins ||
|-
| C || Clear a T-Spin Triple ||
|-
| C || Place 25 pieces in a row without using Hold || Does not appear with No Hold.
|-
| C || Clear 3 Triples ||
|-
| C || Reach B2B x4 ||
|-
| C || Clear a Quad in 2 different columns ||
|-
| C || Use Hold on 12 pieces in a row || Does not appear with No Hold.
|-
| C || Place 10 pieces without releasing Soft Drop ||
|-
| C || Have part of your stack in the top 3 rows for 3 seconds ||
|-
| C || Clear 10 Lines without clearing with T or I-pieces ||
|-
| C || Clear an S/Z-Spin Triple ||
|-
| C || Clear 2 Doubles consecutively using two O-Pieces ||
|-
| C || Clear 4 T-Spin Minis ||
|-
| C || Send 14 Attack || Cancelling is allowed.
|-
| C || Clear 3 Doubles with the same type of piece || Clearing a Double with another piece resets the task; other Clear types are allowed.
|-
| C || Clear Garbage using a L/J-Spin ||
|-
| C || Clear Garbage using a S/Z-Spin ||
|-
| C || Place 3 O-Pieces in column 1 ||
|-
| C || Clear 2 Spins in one combo ||
|-
| C || Clear a Single with an I-Piece without moving or rotating ||
|-
| C || Place 6 Pieces without releasing DAS ||
|-
| B || Clear 6 Lines using O-Pieces ||
|-
| B || Clear Spin-Clears with 3 different pieces ||
|-
| B || Clear 4 Quads ||
|-
| B || Place 5 pieces in a row without moving or rotating || Holding is allowed.
|-
| B || Clear an L/J-Spin Triple ||
|-
| B || Clear 2 Quads in a row ||
|-
| B || Clear 8 Singles without doing other clears or using Hold ||
|-
| B || Have no Garbage Lines on your board for 4 seconds || Does not appear in reversed Duo.
|-
| B || Rotate 300 times ||
|-
| B || Don't cancel any garbage for 8 seconds ||
|-
| B || Clear a T-Spin Double with the Piece pointing up ||
|-
| B || Clear a Double with an O-Piece without moving or rotating ||
|-
| B || Place 3 T-Pieces without rotating any ||
|-
| B || Clear a T-Spin Double while on a 2+-Combo ||
|-
| A || Perform a 7-Combo ||
|-
| A || Clear an I-Spin Double ||
|-
| A || Clear two S/Z-Spin Doubles consecutively ||
|-
| A || Clear two L/J-Spin Doubles consecutively ||
|-
| A || Perform a Color Clear || Performed by clearing all non-garbage minos.
|-
| A || Clear 40 Lines ||
|-
| A || Clear 4 Spins in one Combo ||
|-
| A || Clear a T-Spin Double/Triple centered in column 1 or 10 || Requires a floating overhang.
|}
 
Using the formula <math>difficulty=floor+times revived</math>, the task tiers are chosen using this table:
{| class="wikitable mw-collapsible mw-collapsed"
|-
! Difficulty !! Tasks
|-
| 1 || F×1
|-
| 2 || F×2
|-
| 3 || F×3
|-
| 4 || F×2 E×1
|-
| 5 || F×1 E×2
|-
| 6 || E×3
|-
| 7 || E×2 D×1
|-
|-
! style="width:25%"| Range of concurrent, unbroken "difficult line clears" done in a row
| 8 || E×1 D×2
! style="width:25%"| The corresponding visual "B2B" indicator shown
! style="width:25%"| Garbage added to the line clear's normal garbage amount
|-
|-
| 0 || (none shown) || 0
| 9 || D×3
|-
|-
| 1-3 || (none shown)-B2B x2 || 1
| 10 || D×2 C×1
|-
|-
| 4-8 || B2B x3-B2B x7 || 2
| 11 || D×1 C×2
|-
|-
| 9-24 || B2B x8-B2B x23 || 3
| 12 || C×3
|-
|-
| 25-67 || B2B x24-B2B x66 || 4
| 13 || C×2 B×1
|-
|-
| 68-185 || B2B x67-B2B x184 || 5
| 14 || C×1 B×2
|-
|-
| 186-504 || B2B x185-B2B x503 || 6
| 15 || B×3
|-
|-
| 505-1370 || B2B x504-B2B x1369 || 7
| 16 || B×2<ref group="QP note">This tier only having 2 tasks may be an oversight.</ref>
|-
|-
| 1371-(unknown) || B2B x1370-(unknown) || 8
| ≥17 || A B A
|}
|}
Supposedly, this system stretches on into infinity, as it seems to progress similarly to a square root function. These values were posted by osk in a pinned message on the official TETR.IO Discord server's #tetrio channel.
For 'difficulty' scores under 17, the tiers of each task are ordered randomly. Otherwise, for scores 17 and above, the tiers are always ordered A-B-A as of Beta v1.6.0.


This system ''can'' be disabled in a custom room by the room host, with the small ON/OFF toggle at the bottom of the game settings labeled "ENABLE BACK-TO-BACK CHAINING".
===== Reversed mods =====
''Reversed mods'' were added in Beta 1.5.0<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_BETA_1_5_0 |title=Beta 1.5.0 Update Log |date=January 18, 2025 |website=TETR.IO patch notes}}</ref> on January 18, 2025. Each mod (except for Duo) has a reversed version that is significantly harder, but cannot be combined with other mods. To unlock a reversed mod, you must climb a total of 30,000m with its base version. Enabling multiple mods will gain progress for them at the same time. You '''cannot''' gain any progress in a Duo.


==== Garbage Travel Speed: "Passthrough" ====
{| class="wikitable" style="text-align: center; width:70%;"
As another big deviation from other clones and official games, this mechanic allows two players to send garbage to each other without negating the garbage sent if timed correctly. If this system is enabled, a timer of 20 frames, or 333 milliseconds<ref name="4.2.0 update">{{cite web |url=https://tetr.io/about/patchnotes/#chlog_4_2_0 |title=4.2.0 Update Log |date=July 30, 2020 |website=TETR.IO Patchnotes}}</ref> plus a variable amount of network lag, begins whenever any player sends garbage. During this timer, the garbage sent is untouchable, and any garbage sent from the player this garbage is going towards will ''pass through'' to the enemy targeted without interrupting the garbage coming their way. In this case, a special sound will play, and the garbage sent will land on the user targeted entering their garbage queue.
|-
! Mod name
! Base version
! Effect
! Description
|-
| Asceticism || No Hold || Hold piece is disabled.<br>1 piece preview.<br>No ghost piece.<br>Spins are downgraded to Mini-Spins.<br>Random piece generation.<br>Garbage holes are 2-wide. || A detachment from even that which is moderate.
|-
| Loaded Dice || Messier Garbage || Garbage is significantly messier.<br>1.15 seconds of line clear delay is added.<br>You start with a fixed pattern of 6 circles on your board. || In a rigged game, your mind is the only fair advantage.
|-
| Freefall || Gravity || Gravity starts at 20G.<br>Lock delay decreases per floor. || In retrospect, the ground you stood on never existed in the first place.
|-
| Last Stand || Volatile Garbage || Playfield is 14 blocks tall.<br>Receive 3x garbage, but garbage is cleaner.<br>The next two garbage hole positions are indicated. || Strength isn't necessary for those with nothing to lose.
|-
| Damnation || Double Hole Garbage || Start with 12 rows of checkerboard garbage.<br>Garbage lines have 6-7 holes.<br>Receive half as much garbage.<br>Garbage cannot be cancelled.|| No more second chances.
|-
| The Exile || Invisible || Pieces become invisible permanently.<br>Only the top 3 rows of garbage are visible.<br>Start with 3 separate lines of garbage. || Never underestimate blind faith.
|-
| Warlock || All-Spin || In addition to base effects:<br>Penalties become 20 wound lines.<br>Every non-Spin line clear counts as a Single.<br>Start with 10 separate lines of garbage.<br>Garbage is messier. || Into realms beyond heaven and earth.
|-
| The Tyrant || Expert Mode || In addition to base effects:<br>Climb Speed no longer gains altitude over time.<br>KOs grant 8 instead of 15 base altitude.<ref group="QP note">"Base altitude" refers to the altitude gain at Climb Speed rank 4 or its equivalent worth in amount of lines sent.</ref><br>You lose altitude at an increasing speed per floor.<br>Fatigue has stronger and additional debuffs.<br>Chance of being targeted increases.<br>Receive more garbage the longer you spend in one floor. || Fear, oppression, and limitless ambition.
|}


As of 6.1.2<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_6_1_2 |title=6.1.2 Update Log |date=October 18, 2021 |website=TETR.IO Patchnotes}}</ref>, hosts must opt-into this system, by toggling the "GARBAGE PASSTHROUGH" option, which is disabled by default, under the "GRAVITY AND MARGIN TIME" category. This mechanic has, historically, gone through many controversies leading to its removal as a mechanic by default -- please refer to the [[TETR.IO#Professional_Concerns|Professional Concerns]] section for more info.
{| cellpadding="2" style="border:1px solid darkgray;"
=== TETRA LEAGUE ===
|- valign=top
[[File:Tetra League TR and Rank Information - Tetrio.png|right|500px|thumb|An illustration of the TETRA LEAGUE mechanics.]]
|width="150pt"|<playfield>
'''TETRA LEAGUE''' is the ranked mode in ''TETR.IO''. As of its public release, players must be registered and their level must be at least level 10 to enter, and anonymous players cannot play this mode. When the mode was first released, INFDEV testers and supporters were only eligible for the mode. Each game of TETRA LEAGUE is a 1v1 match, with a first-to-3, FT5, or FT7 format based on one of the players' rank. The rating system is called '''T'''etra '''R'''ating, which is based on Glicko-2. TR increases for each win and decreases for each loss exclusively. When playing this mode for the first time, the player must play at least 10 ranked matches, referred to as the "rating games", to display their TR. A letter rank is assinged to all players with less than 100 RD (short for '''R'''ating '''D'''eviation) based on their percentile in the leaderboards. RD normally decreases to a lower limit of 58 RD every time the player plays a TETRA LEAGUE game, and slowly increases at a flat rate of 1 RD per day after a week of inactivity, leading to a maximum of 350 RD.
..........
.GGG..GGG.
.G.G..G.G.
.GGG..GGG.
..........
.GGG..GGG.
.G.G..G.G.
.GGG..GGG.
..........
.GGG..GGG.
.G.G..G.G.
.GGG..GGG.
..........
</playfield>
|width="350pt"|The starting board for Loaded Dice.
|}
 
{| cellpadding="2" style="border:1px solid darkgray;"
|- valign=top
|width="150pt"|<playfield>
..........
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
</playfield>
|width="350pt"|The starting board for Damnation.
|}
 
[[File:Damnation garbage.png|right|300px|thumb|Example of garbage in Damnation.]]
 
The Tyrant uses a different set of Fatigue effects, which are as follows:
{| class="wikitable"
|-
! Time
! Debuff
! Message
|-
| 6:00 || Garbage received becomes messier || YOUR POWER SLIPS…
|-
| 7:00 || Receive 25% more garbage || WHISPERS OF DISCONTENT SPREAD…
|-
| 8:00 || +3 permanent lines || PROTESTERS LINE THE STREETS…
|-
| 9:00 || Receive 25% more garbage (total +50%) || YOUR CLOSEST ALLIES DEFECT…
|-
| 10:00 || +5 permanent lines (total 8) || PARANOIA CLOUDS YOUR JUDGEMENT…
|-
| 11:00 || Garbage becomes even messier || THE REVOLUTION HAS BEGUN…
|-
| 12:00 || +12 permanent lines (total 20)<ref group="QP note">Because 20 lines is the height of the board, it is almost impossible to survive further without stalling.</ref> || THE END OF AN ERA.
|}
 
==== Development ====
Quick Play went through a number of concepts before coming to its current gameplay.<ref>{{cite web |url=https://blog.osk.sh/post.php?p=6737fdef0666f3.20808811 |title=The Design of Quickplay 2.0 |website=osk blog}}</ref>
 
The first concept closely resembled old Quick Play, being more of an improvement than a new gamemode. Players were split evenly between 5 arenas which acted as separate FFA rooms. After an arena's round ended, players would move to the next or previous room depending on their final ranking. These rounds would last around 2 minutes, cutting down on the old Quick Play's waiting times. However, it wasn't enough of an improvement for an entirely new system.
 
The second concept was a continuous free-for-all where players could freely drop in or out. The tower was split into 8 floors where getting a KO moved you up and topping out moved you down. This was also where the Fatigue mechanic originated, preventing players from staying on the same floor too long. The issue was that building a system off KOs was too random, and a player's ability to survive increased exponentially with their skill, making it hard to balance around.
 
==== Notes ====
<references group="QP note"/>
 
=== Royale ===
'''Royale''', formerly known as Quick Play, is another free-for-all room in ''TETR.IO'', which, since Alpha 6.4.0, uses the '''ROYALE''' game mode with a dynamic garbage queue depending on the number of remaining players.<ref>{{Cite web|url=https://tetr.io/about/patchnotes/#chlog_ALPHA_6_4_0|title=Alpha 6.4.0 Update Log|date=November 30, 2023|website=TETR.IO patch notes}}</ref> Prior to this version, the standard versus format was used, with fixed, less forgiving garbage mechanics.
 
=== Tetra League ===
[[File:Tetra League TR and Rank Information - Tetrio.png|right|500px|thumb|An illustration of the Season 1 Tetra League mechanics. Currently outdated as of August 2024.]]
'''Tetra League''' is the ranked mode in ''TETR.IO''. Each game of Tetra League is a 1v1 match where both players play matches until a certain number of wins. This number is 3 for ranks A+ and below, 5 for ranks SS and below, and 7 for ranks U and above, based off the higher of the two player's ranks.
 
The player has a TR ('''T'''etra '''R'''ating) value, which is based on Glicko-2. TR increases for each match won and decreases for each match lost- individual rounds do not count. When playing this mode for the first time, the player must play at least 10 matches, referred to as "rating games", to display their TR.
 
A letter rank is assigned to all players with less than 100 RD ('''R'''ating '''D'''eviation) based on their percentile on the leaderboards. RD decreases to a lower limit of 58 RD when playing Tetra League regularly, and increases at a flat rate of 1 RD per day after one week of inactivity up to a maximum of 350 RD.
 
As of its public release, players must be registered and be at least level 10 to enter. Anonymous players cannot play this mode. When the mode was first released, only INFDEV testers and supporters were eligible for the mode.


== Solo ==
== Solo ==
The game also includes solo modes, two of which have leaderboards: 40 Lines and Blitz. For all modes except Zen, Stride Mode can be activated. This option speeds up the countdown by changing it from "3-2-1-Go" to "Ready-Set-Go", enables tap-to-retry (by default, players will have to hold the retry key to do so), reduces the time to exit a solo game by holding the forfeit key, and speeds up all animations at the start and end of games. 40 Lines and Blitz have an option called Pro Mode which shows the finesse counter. In 40 Lines, it also displays the number of lines remaining on the board and the key presses per minute on the left.
The game also includes solo modes, two of which have leaderboards: 40 Lines and Blitz.


All solo modes have a scoring table similar to the ones seen in guideline games. It goes as follows:
For all modes except Zen, Stride Mode can be activated. This option speeds up the countdown by changing it from "3-2-1-GO!" to "READY-SET-GO!", allows the retry key to be tapped instead of held, reduces the time to exit the solo game by holding the forfeit key, speeds up all animations at the start and end of games, and prevents the first piece from being either S, Z, or O except in Custom Games.
 
All solo modes have a scoring table similar to the ones in guideline games, shown here:
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 86: Line 589:
| Quad || 800
| Quad || 800
|-
|-
| T-Spin || 400
| Spin Zero || 400
|-
| Spin Single || 800
|-
| Spin Double || 1200
|-
| Spin Triple || 1600
|-
|-
| T-Spin Single || 800
| Spin Quad || 2600
|-
|-
| T-Spin Double || 1200
| Mini Spin Zero || 100
|-
|-
| T-Spin Triple || 1600
| Mini Spin Single || 200
|-
|-
| T-Spin Mini || 100
| Mini Spin Double || 400
|-
|-
| T-Spin Mini Single || 200
| Mini Spin Triple || 800
|-
|-
| T-Spin Mini Double || 400
| Mini Spin Quad || 1600
|-
|-
| All Clear || 3500
| All Clear || 3500
Line 106: Line 615:
| Combos || <math>x*50</math> (where <math>x</math> correlates to the current combo value)
| Combos || <math>x*50</math> (where <math>x</math> correlates to the current combo value)
|}
|}
All point values are multiplied by your current level, '''except for Zen mode,''' where no level multiplication occurs. If a change to the "Allowed Spins" option to "Allspin" or "Stupid Spin" takes place in a solo custom game, all spins will count for the same amount of points as T-Spins would, and I-Spin Quads would count for 2600 points.
All point values are multiplied by your current level, except for Zen mode.


In addition to this table, there are flat rates, which are not multiplied by level, for simply dropping a piece as well:
In addition to this table, simply dropping a piece will award a flat number of points not affected by level:
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 118: Line 627:
|}
|}
=== 40 Lines ===
=== 40 Lines ===
In 40 Lines, the objective is to clear [[40 lines]] as fast as possible. In accordance to TETR.IO's delayless vision, no "stacking style" limits your speed thanks to the lack of [[ARE]] and the presence of "0ARR" handling settings.
In 40 Lines, the objective is simply to clear [[40 lines]] as fast as possible. Due to the lack of [[ARE]] and a 0 ARR handling option, the only limit to your speed is how fast you can stack.
 
Pro mode can be enabled, which displays an input counter on the left, a finesse counter on the right, and number of lines left at the top of the board.
 
=== Blitz ===
=== Blitz ===
Blitz plays identically to [[Ultra]], with the exception of a level system present similar to [[Marathon]] with a variable line goal before increasing the level:
Blitz is similar to [[Ultra]], requiring the player to score as many points as possible within two minutes. Unlike Ultra, a level system similar to [[Marathon]] with an increasing line goal for each level is added:
{| class="wikitable"
{| class="wikitable mw-collapsible mw-collapsed"
|-
! Level !! Lines required to level up || Total lines cleared || Gravity (seconds per row) || Gravity (G)
|-
| 1 || 3 || 3 || 1.0 || 0.0167
|-
|-
! Level !! Lines required to level up(total lines cleared)
| 2 || 5 || 8 || 0.643 || 0.0259
|-
|-
| 1 || 3(3)
| 3 || 7 || 15 || 0.404 || 0.0412
|-
|-
| 2 || 5(8)
| 4 || 9 || 24 || 0.249 || 0.0670
|-
|-
| 3 || 7(15)
| 5 || 11 || 35 || 0.150 || 0.111
|-
|-
| 4 || 9(24)
| 6 || 13 || 48 || 0.0880 || 0.189
|-
|-
| 5 || 11(35)
| 7 || 15 || 63 || 0.0505 || 0.330
|-
|-
| 6 || 13(48)
| 8 || 17 || 80 || 0.0283 || 0.588
|-
|-
| 7 || 15(63)
| 9 || 19 || 99 || 0.0155 || 1.08
|-
|-
| 8 || 17(80)
| 10 || 21 || 120 || 0.00827 || 2.01
|-
|-
| 9 || 19(99)
| 11 || 24 || 144 || 0.00431 || 3.87
|-
|-
| 10 || 21(120)
| 12 || 26 || 170 || 0.00219 || 7.62
|-
|-
| 11 || 24(144)
| 13 || 28 || 198 || 0.00108 || 15.4
|-
|-
| 12 || 26(170)
| 14 || 30 || 228 || 0.00052 || 20
|-
|-
| 13 || 28(198)
| 15 || 32 || 260 || 0.00024 || 20
|}
|}
Higher is possible, but no one has achieved any level above 13 on the official [https://ch.tetr.io/s/blitz_global top 1000 Blitz Leaderbaords]. You can replicate this leveling scheme with the "leveling speed" option in custom solo games set to "0.42". This value was ripped out of a .ttr file of a Blitz replay. In it, it defines the level speed value and can be technically read with any conventional text editor, as the file itself is plain text JSON data.
 
Higher levels are possible, but omitted for brevity. This leveling system can be replicated in custom solo games with the "Leveling Speed" option set to 0.42 and "Base Gravity" set to 0.65.
 
Unlike most other modes, Blitz still does not award All-Spins and therefore only regular three corner detection T-Spins count for extra scoring.
 
Pro Mode can be enabled, which displays a finesse counter on the left, and the time left at the top of board.
 
=== Zen ===
=== Zen ===
Zen is an endless mode with no [[Top out|top out]] game overs and a special level system, inspired by the mode of the same name from the ''Bejeweled'' series, starting with ''Bejeweled 2'', where it was named Endless. Gravity is adjustable by the player, and garbage is toggleable from a menu accessible after hovering over the right side of the window. It can also be played while waiting for the next match in Quick Play, Custom Rooms, or while waiting for your next opponent in the TETRA LEAGUE queue.
Zen is an endless mode with no game overs and a special level system, inspired by the mode of the same name from the ''Bejeweled'' series, starting with ''Bejeweled 2'', where it was named Endless. You can change various settings from a menu by hovering over the right side of the window. Zen can be played while waiting for the next match in Custom Rooms or in the Tetra League queue.
Experience Points are gained at a static 100XP per minute whilst in Zen mode. This caps to a maximum of 3000XP per session, meaning one can only gain Experience Points for a maximum of 30 minutes before needing to forfeit and re-enter Zen mode to continue receiving Experience Points.
 
You gain a static 100 XP per minute while in Zen mode. This caps at 3000 XP per session if you are idle for the majority of the time, meaning that you will need to exit and re-enter Zen after 30 minutes to continue earning XP.
 
=== Custom ===  
=== Custom ===  
The player can create their own solo mode with most of the settings carried over from the Custom Play room creation menu. By default, the Custom Room options are set to match those of the fixed-goal Marathon mode from Tetris games.
Players can create their own solo mode and adjust settings such as objective, gravity and garbage. By default, the options match that of a fixed-goal Marathon mode from other Tetris games.
 
== Achievements ==
[[File:TETRIO achievement.png|thumb|400px|Stacker achievement at diamond tier.]]
In Beta 1.0.0, achievements were introduced. Achievements can be viewed in TETRA CHANNEL in-game, as well as user pages. Players may also choose to feature up to 3 of their achievements on their profile.
 
There are 5 tiers for each achievement- bronze, silver, gold, platinum, and diamond. Some achievements do not have a bronze or silver tier due to being especially difficult. Tiers can either be determined by percentile or a set threshold.
 
Achievements contribute to the player's total AR (Achievement Rating), contributing more with each tier. Total AR has its own leaderboard on Tetra Channel. Achievements marked as Unranked will not contribute to the player's AR. Most of these are marked as such due to requiring ''TETR.IO'' Supporter or being part of a limited time event.
 
All achievements except for Secret Grade have their own leaderboards. Viewing an achievement in TETRA CHANNEL displays your leaderboard position and percentage. Achievements marked as "competitive" grant extra AR to players in the top 100 leaderboard, depending on placement. In rare cases, it is possible to gain this extra AR without actually having the achievement.
 
An achievement may be marked as "hidden", meaning it will only appear to players once they trigger a certain related goal. All Quick Play mod-related achievements are hidden until their required mods have been unlocked.


== Badges ==
== Badges ==
{{main|TETR.IO Badges}}
{{Main|TETR.IO/Badges}}
Badges are simple graphics placed on a specific and '''registered''' user's userpage or player card signifying that user's achievements. There are 5 badges obtainable from a new account without administer or moderator intervention, and 20 badges placed on users specfically for something verified by an admin/moderator, such as winning a tournement or having an account in the INFDEV devlopment phase.
Badges are given to registered ''TETR.IO'' users to immortalize special accomplishments on their profile. Badges are typically rewarded for placing highly in organized tournaments and events, for especially difficult and rare feats in game, or as rewards in exceptional circumstances.
 
Some badges, such as [[TETR.IO/Badges#Secret_Grade|Secret Grade]], [[TETR.IO/Badges#20_T-Spin_Doubles|20TSD]], and [[TETR.IO/Badges#10_All_Clears|10PC]] have been superceded by achievements as of Beta 1.0.0, and as such are no longer obtainable.
 
== Rotation System ==
== Rotation System ==
=== 180 Kicks ===
=== 180 Kicks ===
[[File:TETR.IO_180kicks.png|700px|thumb|right|A diagram of TETR.IO's 180 kicks, as posted, and pinned, by osk on the official TETR.IO discord server in the "#tetrio" channel.]]
[[File:TETR.IO_180kicks.png|700px|thumb|right|A diagram of TETR.IO's 180 kicks, as posted, and pinned, by osk on the official TETR.IO discord server in the "#tetrio" channel.]]
Starting with 0.6.0-pre0<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_0_6_0-pre0 |title=0.6.0-pre0 Update Log |date=June 2, 2020 |website=TETR.IO Patchnotes}} "➔ Added 180 spins."</ref>, ''TETR.IO'' made its first non-guideline modification to the kick table, adding a custom 180 kick table. This table is relatively resilient to abusable spins, however there is plenty of room for handy L and J tucks with this system.
From 0.6.0-pre0<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_INFDEV_0_6_0-pre0 |title=Infdev 0.6.0-pre0 Update Log |date=June 2, 2020 |website=TETR.IO patch notes}} "➔ Added 180 spins."</ref>, ''TETR.IO'' made its first modification to the guideline kick table, adding a custom 180 kick table. This table is relatively resilient to abusable spins, however there is plenty of room for handy L and J tucks with this system.


{| cellpadding="2" style="border:1px solid darkgray;"
{| cellpadding="2" style="border:1px solid darkgray;"
Line 218: Line 757:
|width="350pt"|and 180!
|width="350pt"|and 180!
|}
|}
==== SRS-X ====
=== SRS-X ===
TETR.IO also includes a separate kick table known as "SRS-X" that can only be enabled at the request of a room host or a solo custom player as it is not the default kick table. SRS-X is known for its "more powerful 180 spins" such as the ones seen in [[NullpoMino]] or the [[Heboris Unofficial Expansion]]. Aside from that, it is standard [[SRS]] with no modifications.<ref name="2.0.0 patchnotes">{{cite web |url=https://tetr.io/about/patchnotes/#chlog_2_0_0 |title=2.0.0 Update Log |date=June 2, 2020 |website=TETR.IO Patchnotes}} "➔ Added the rotation system SRS-X." "➔ This is SRS, except with Nullpomino/Heboris-style 180s."</ref>
''TETR.IO'' also includes a separate kick table known as "SRS-X" that can only be enabled by the host of a multiplayer room or in a solo Custom game as it is not the default kick table. SRS-X is known for its "more powerful 180 spins" such as the ones seen in [[NullpoMino]] or the [[Heboris Unofficial Expansion]]. All other kicks are the same as in [[SRS]].<ref name="2.0.0 patch notes">{{cite web |url=https://tetr.io/about/patchnotes/#chlog_ALPHA_2_0_0 |title=Alpha 2.0.0 Update Log |date=June 2, 2020 |website=TETR.IO patch notes}} "➔ Added the rotation system SRS-X." "➔ This is SRS, except with Nullpomino/Heboris-style 180s."</ref>


=== SRS+ ===
=== SRS+ ===
[[File:TETR.IO_SRS%2Bkicks.png|400px|thumb|right|A very simple graphic detailing TETR.IO's SRS+'s symetric attributes, as posted, and pinned, by osk on the official TETR.IO discord server in the "#tetrio" channel.]]
[[File:TETR.IO_SRS%2Bkicks.png|500px|thumb|right|A very simple graphic detailing TETR.IO's SRS+'s symmetric attributes, as posted, and pinned, by osk on the official TETR.IO discord server in the "#tetrio" channel.]]
As of version 5.0.0<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_5_0_0 |title=5.0.0 Update Log |date=September 28, 2020 |website=TETR.IO Patchnotes}} "➔ Added SRS+!"</ref>, TETR.IO uses a modified version of [[Super Rotation System|SRS]] as the default option, in which the ''I'' wall kicks are symmetrical along the y-axis, similarly to [[Tetris The Grand Master 3 Terror-Instinct|TGM3]]; however, the left-side kick tables are mirrored instead of the right side. This allows certain situations that are impossible in regular SRS to be made effectively.
As of Alpha 5.0.0<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_ALPHA_5_0_0 |title=Alpha 5.0.0 Update Log |date=September 28, 2020 |website=TETR.IO patch notes}} "➔ Added SRS+!"</ref>, ''TETR.IO'' uses a modified version of [[Super Rotation System|SRS]] as the default option, in which the ''I'' wall kicks are symmetrical along the y-axis, similarly to [[Tetris The Grand Master 3 Terror-Instinct|TGM3]]; however, the left-side kick tables are mirrored instead of the right side. This allows certain situations that are impossible in regular SRS to be made effectively.


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== TETRA CHANNEL ==
== Tetra Channel ==
The ingame TETRA CHANNEL contains leaderboards for 40 Lines and Blitz with replays, as well as personal bests and their replays in either Blitz or 40 Lines, personal TETRA LEAGUE replays, and your last ten submitted solo replays in the "ME" section. The Players screen lists the top players sorted by their league rating or by the total amount of experience points (XP) accumulated throughout the game. Unfortunately, due to technical limits, all of these leaderboards are capped at the hundredth player/replay.
The in-game Tetra Channel contains leaderboards with replays for 40 Lines and Blitz, weekly leaderboards with temporary replays for Quick Play and Expert Quick Play, and your last submitted solo, Tetra League or Quick Play replays in the "ME" section. The Players screen lists the top players sorted by their league rating, achievement rating or by the total amount of experience points (XP) accumulated throughout the game. Leaderboards are also capped at the hundredth player.
 
In addition to the features above, it also shows players who are currently streaming with the ''TETR.IO'' category on Twitch. The Tetra News section displays achievements done by players, such as reaching the top ten in either solo mode with a leaderboard, or winning one of TETR.IO's many partnered tourneys. There is also a simple "search bar" at the top of the Tetra Channel, where you can input specific replay IDs or URLs to access them, as well as access specific player cards with a username or User ID.
 
=== Standalone Site ===
In the 5.0.0 update<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_ALPHA_5_0_0 |title=Alpha 5.0.0 Update Log |date=September 2, 2020 |website=TETR.IO patch notes}} "➔ Introducing the standalone TETRA CHANNEL SITE!"</ref>, a [https://ch.tetr.io/ standalone Tetra Channel site] was released. This site holds most of the same things the in-game Tetra Channel does, with the added benefit of more detailed userpages, extended leaderboards, free access to anyone without an anonymous or registered account, and more detailed server statistics. Specifically, solo leaderboards are extended from the top 100 scores to every user's personal best, the Tetra League leaderboards are extended to every ranked player, and the XP leaderboards are extended to every player above level 100. Furthermore, all "player leaderboards" can filtered by specific countries.
 
A similar "search bar" to the one found in the in-game Tetra Channel is present in all pages on the site. This search bar takes the user to the requested user page when an exact username and User IDs is entered. A user page is far more detailed than its in-game player card counterpart, and includes extensive information about the user's 40 Lines, Blitz and Quick Play records, links to their top replays in all solo modes, their most recently submitted replays in the last 7 days (30 if they are a Supporter), Tetra League statistics and all match records, and finally a simple Zen mode counter for the user's score and level.
 
An extended "Tetra News" section is included with this site as well. At the very bottom lies a button labeled "VIEW ALL", which takes you to a [https://ch.tetr.io/news/ dedicated Tetra News section] of the site. Here, a news ticket is created whenever any registered user gets a new personal best, reaches a new top rank for that season or achieves one of TETR.IO's badges. This page only displays the last 100 news events, and updates on its own whenever a news event occurs. These news events are known as "Local News" and will display on the newsholder's user page even after it expires from the global news.


In addition to the features above, it also shows players who are currently streaming with the TETR.IO category on Twitch. The Tetra News section displays achievements done by players, such as reaching the top ten in either solo mode with a leaderboard, or winning one of TETR.IO's many partnered tourneys. There is also a simple "search bar" at the top of the TETRA CHANNEL, where you can input specific replay IDs or URLs to access them, as well as access specific player cards with an exact player name.
== Supporter ==
Supporter is a paid subscription for ''TETR.IO'', being a way to support development as the name suggests. It provides a number of benefits, including being able to play with the Duo mod in Quick Play, further customisation, exclusive chat emotes, increased friends limit, and disabled ads. It can be bought in bulk for a discount or gifted to any number of other players.


=== Standalone TETRA CHANNEL ===
Since Alpha 6.0.1, players can gain TETR.IO Supporter tiers by hitting lifetime contribution goals. Starting with Tier 1, Tier 2 (★) is achieved after contributions reach €20, Tier 3 (★★) after €80 and Tier 4 (★★★) after €250. These tiers are purely cosmetic, causing the player's name to appear in a brighter shade of orange in chat and adding a star to their profile.
After the 5.0.0 update<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_5_0_0 |title=5.0.0 Update Log |date=September 2, 2020 |website=TETR.IO Patchnotes}} "➔ Introducing the standalone TETRA CHANNEL SITE!"</ref>, a [https://ch.tetr.io/ standalone TETRA CHANNEL site] was released. This site would accomplish most of the same things the ingame TETRA CHANNEL would do, with the added benefit of more detailed userpages, extended leaderboards, free access to anyone without an anonymous or registered account, and more detailed server statistics. Specifically, solo leaderboards would be extended from the top 100 to the top 1000, the TETRA LEAGUE player leaderboards would be extended to every ranked player, and the XP leaderboards would be extended to every player above level 100. Furthermore, both "player leaderboards" could now be filtered by specific countries as well.


A similar "search bar" to the one found in the ingame TETRA CHANNEL is present in all pages on this site as well. This search bar will only accept exact usernames, and when utilized, takes the user to the requested userpage. A userpage is far more detailed than their ingame player card counterpart, and includes highly detailed information about a given user's 40 Lines and Blitz personal bests, as well as links to their top ten replays in both solo modes, and their last ten most recent submitted replays. Additionally, TETRA LEAGUE statistics and the last ten Tetra Leage replays can be found here, coupled with simple Zen mode counters signifying what score and level a user has in that mode.
[[File:TETR.IO_role-colors.png|thumb|right|This image shows the various role colors in TETR.IO.]]


An extended "Tetra News" section would be included with this site as well. Normally, from the front page, the Tetra News section mirrors that of the Tetra News from the ingame TETRA CHANNEL. However, below all of the "global news" lies a button labeled "VIEW ALL". This link will take you to a [https://ch.tetr.io/news/ dedicated Tetra News section] of the site, where a news ticket is created whenever any registered user gets a new personal best, ranks up to a "personal best rank", meaning this is the first time they've ever been in that given rank; and achieving any of TETR.IO's many badges. This page will only fetch the last 100 news events, and updates on its own whenever new news events occer. These news events are known as "Local News", and show up on the newsholder's userpage long after they expire from this global local news section.
== Reception ==
== Reception ==
[[File:TETR.IO-2021_recap.jpeg|700px|thumb|right|Promotional material created by osk for display on the @tetriogame Twitter account, to celebrate the latest New Year's Day.<ref>{{cite web |url=https://twitter.com/tetriogame/status/1477086731186941959 |title=Thank you to everyone who played TETR.IO this year! 2021 was an amazing year, and 2022 looks to be very exciting! |date=January 1st, 2022 |website=Twitter}}</ref>]]
[[File:TETR.IO-2021_recap.jpeg|400px|thumb|right|Promotional material created by osk for display on the @tetriogame Twitter account, to celebrate the latest New Year's Day.<ref>{{cite web |url=https://x.com/tetriogame/status/1477086731186941959 |title=Thank you to everyone who played TETR.IO this year! 2021 was an amazing year, and 2022 looks to be very exciting! |date=January 1st, 2022 |website=X (Twitter)}}</ref>]]
You can always fetch a list of various extremely up-to-date stats from [https://ch.tetr.io/ the TETRA CHANNEL's main page], including, but not limited to: the exact amount of registered players split up into three categories, global time spent playing TETR.IO across all games, how many of those games have been played and completed, and miscellaneous stats such as pieces placed and how many keypresses that took.
You can always fetch a list of various real-time stats from [https://ch.tetr.io/ the Tetra Channel's main page], including, but not limited to: the exact amount of registered players split up into three categories, global time spent playing ''TETR.IO'' across all games, how many of those games have been played and completed, and miscellaneous stats such as pieces placed and how many keypresses total.
 
On the 3rd of November, 2020, ''TETR.IO'' reached the milestone of half a million players. This milestone was celebrated with a "triple XP week" which, as the name sort of implies, tripled the XP players gained for the time the celebration ran<ref>{{cite web |url=https://x.com/tetriogame/status/1323594122297548801 |title=TETR.IO has just reached 500,000 TOTAL PLAYERS!!! |date=November 3rd, 2020 |website=X (Twitter)}}</ref>.


On the 3rd of November, 2020, TETR.IO reached the milestone of half a million players. This milestone was celebrated with a "triple XP week" which, as the name sort of implies, tripled the XP players gained for the time the celebration ran<ref>{{cite web |url=https://twitter.com/tetriogame/status/1323594122297548801 |title=TETR.IO has just reached 500,000 TOTAL PLAYERS!!! |date=November 3rd, 2020 |website=Twitter}}</ref>.
''TETR.IO'' hit a total of one million players on the 9th of February, 2021<ref>{{cite web |url=https://blog.osk.sh/post.php?p=5df9463f716867.05060790 |title=ONE MILLION |date=February 9th, 2021 |website=osk blog}}</ref>. This milestone was celebrated by, once again, temporarily multiplying the XP amounts players gained for the week of the celebration. This time, XP would be quintupled for the first day, then tripled for the rest of the week<ref>{{cite web |url=https://x.com/tetriogame/status/1359232335959457800 |title=TETR.IO has just reached 1,000,000 players!!! |date=February 9th, 2021 |website=X (Twitter)}}</ref>.


TETR.IO hit a total of one million players on the 9th of February, 2021<ref>{{cite web |url=https://blog.osk.sh/post.php?p=5df9463f716867.05060790 |title=ONE MILLION |date=February 9th, 2021 |website=osk blog}}</ref>. This milestone was celebrated by, once again, temporarily multiplying the XP amounts players gained for the week of the celebration. This time, XP would be quintupled for the first day, then tripled for the rest of the week<ref>{{cite web |url=https://twitter.com/tetriogame/status/1359232335959457800 |title=TETR.IO has just reached 1,000,000 players!!! |date=February 9th, 2021 |website=Twitter}}</ref>.
Later on, ''TETR.IO'' would reach a total of two million users on the 31st of May, 2021<ref>{{cite web |url=https://x.com/tetriogame/status/1399221799074906112 |title=TETR.IO just reached TWO MILLION players, including anonymous, not even 4 months after hitting 1 million! |date=May 31st, 2021 |website=X (Twitter)}}</ref>. As well as the same XP multiplication as last time, 500% for one day, then 300% for the rest of the week, users would also be treated to a 25% off discount on TETR.IO Supporter for the entire week. This discount stacked with the regular discounts for buying gifts, or buying in bulk.


Later on, TETR.IO would reach a total of two million users on the 31st of May, 2021<ref>{{cite web |url=https://twitter.com/tetriogame/status/1399221799074906112 |title=TETR.IO just reached TWO MILLION players, including anonymous, not even 4 months after hitting 1 million! |date=May 31st, 2021 |website=Twitter}}</ref>. As well as the same XP multiplication as last time, 500% for one day, then 300% for the rest of the week, users would also be treated to a 25% off discount on TETR.IO Supporter for the entire week. This discount stacked with the regular discounts for buying gifts, or buying in bulk.
Continuing the streak, ''TETR.IO'' would celebrate the '''3''' million player mark on the 17th of September, 2021<ref>{{cite web |url=https://x.com/tetriogame/status/1438870694713073667 |title=TETR.IO just reached 3,000,000 total players!!! 735K of those are registered! |date=September 17th, 2021 |website=X (Twitter)}}</ref>. This time around, the XP multiplication hit '''3'''00%, and ''TETR.IO'' Supporter was '''3'''0% off instead of 25%. These discounts and boosts would expire just '''3''' days later, this time around.


Continuing the streak, TETR.IO would celebrate the '''3''' million player mark on the 17th of September, 2021<ref>{{cite web |url=https://twitter.com/tetriogame/status/1438870694713073667 |title=TETR.IO just reached 3,000,000 total players!!! 735K of those are registered! |date=September 17th, 2021 |website=Twitter}}</ref>. This time around, the XP multiplication hit '''3'''00%, and TETR.IO Supporter was '''3'''0% off instead of 25%. These discounts and boosts would expire just '''3''' days later, this time around.
And, more recently, TETR.IO's playerbase would make the mark of 4 million players on the 8th of December, 2021<ref>{{cite web |url=https://x.com/tetriogame/status/1468516152716496898 |title=TETR.IO just reached 4 million players! 900K of those are registered! |date=December 8th, 2021 |website=X (Twitter)}}</ref>. Staying true to form from the previous milestone, players were treated to 400% XP generation, as well as a 25% TETR.IO Supporter discount for only one day.


And, more recently, TETR.IO's playerbase would make the mark of 4 million players on the 8th of December, 2021<ref>{{cite web |url=https://twitter.com/tetriogame/status/1468516152716496898 |title=TETR.IO just reached 4 million players! 900K of those are registered! |date=December 8th, 2021 |website=Twitter}}</ref>. Staying true to form from the previous milestone, players were treated to 400% XP generation, as well as a 25% TETR.IO Supporter discount for only one day.
=== Professional Concerns: The Removal of Passthrough ===
=== Professional Concerns: The Removal of Passthrough ===
[[File:TETR.IO-passthrough_survey_results.png|700px|thumb|right|Results of the completed passthrough.osk.sh survey, as posted on the TETR.IO Discord server]]
[[File:TETR.IO-passthrough_survey_results.png|700px|thumb|right|Results of the completed passthrough.osk.sh survey, as posted on the TETR.IO Discord server]]
Many players in the community hold a very low opinion on TETR.IO's [[TETR.IO#Garbage_Travel_Speed:_.22Passthrough.22|passthrough]] and, to a lesser degree,  [[TETR.IO#Combo_System:_.22Multiplier.22|Multiplier]] mechanics. Previously, these mechanics would complement each other in creating unfair situations for both players; so much so, a large community-led discussion regarding the removal of the passthrough mechanic was held due to its prevalence in deciding ranked games. While concepts regarding passthrough's removal was always tossed about with nearly any server related to TETR.IO, the discussion, which led to passthrough's official removal, began in an official capacity on the 28th of September, 2021, in a Discord thread in the official TETR.IO server. Players were informed and instructed to leave feedback about a new, experimental toggle for passthrough, through the #news channel and ingame patchnotes alongside the 6.1.0 update.<ref name="6.1 update">{{cite web |url=https://tetr.io/about/patchnotes/#chlog_6_1_0 |title=6.1.0 Update Log |date=September 28, 2021 |website=TETR.IO Patchnotes}}</ref> Thanks to this official push for opinions, the "Passthrough Removal" thread quickly became the second most active and popular one in TETR.IO's thread list with approximately 146 members today, leading only behind the "Official Character System Thread", which has about 195 users in it.
Many players in the community hold a very low opinion on TETR.IO's [[TETR.IO#Garbage_Travel_Speed:_.22Passthrough.22|Passthrough]] and, to a lesser degree,  [[TETR.IO#Combo_System:_.22Multiplier.22|Multiplier]] mechanics. Previously, these mechanics would complement each other in creating unfair situations for both players; so much so that a large community-led discussion regarding the removal of Passthrough was held due to its prevalence in deciding ranked games. Concepts regarding Passthrough removal were always tossed about with nearly any server related to TETR.IO. However, the discussion which led to the official removal of Passthrough began in an official capacity on the 28th of September, 2021, in a Discord thread in the official TETR.IO server. Players were informed of and instructed to leave feedback for a new, experimental toggle for passthrough through the #news channel and in-game patch notes alongside the 6.1.0 update.<ref name="6.1 update">{{cite web |url=https://tetr.io/about/patchnotes/#chlog_ALPHA_6_1_0 |title=Alpha 6.1.0 Update Log |date=September 28, 2021 |website=TETR.IO patch notes}}</ref> Thanks to this official push for opinions, the "Passthrough Removal" thread quickly became the second most active in TETR.IO's thread list, leading only behind the Official Character System Thread.
{{quote|Please only vote if you've actually played w/ passthrough disabled. I won't be looking so much at the raw vote counts, but rather at the reasons given. Please be sure to fill them out. Thank you for voting!|osk {{cite web |url=https://discord.com/channels/673303546107658242/673305180976185403/899301776883347456 |title=#news |date=October 17, 2021 |website=[https://l.tetr.io/discord TETR.IO Discord server]}}}}
{{quote2|Please only vote if you've actually played w/ passthrough disabled. I won't be looking so much at the raw vote counts, but rather at the reasons given. Please be sure to fill them out. Thank you for voting!|osk {{cite web |url=https://discord.com/channels/673303546107658242/673305180976185403/899301776883347456 |title=#news |date=October 17, 2021 |website=[https://l.tetr.io/discord TETR.IO Discord server]}}}}
While discussion in the thread progressed semi-smoothly, it was necessary to attain an overview of players for and against the change. To solve this issue, osk would set up a site known as https://passthrough.osk.sh/. While the form is closed today, during the submission period, members were asked to fill out only 3 forms<ref>{{cite web |url=https://passthrough.osk.sh/ |title=Vote for the change of the default passthrough mode and removal of passthrough from TETRA LEAGUE |date=October 18, 2021 |website=osk "passthrough" subdomain |archive-url=https://web.archive.org/web/20211008174029/https://passthrough.osk.sh/ |archive-date=October 8, 2021}}</ref>.
 
While discussion in the thread progressed semi-smoothly, it was necessary to attain an overview of players for and against the change. To solve this issue, osk would set up a site known as https://passthrough.osk.sh/. During the submission period, members were asked to fill out 3 fields<ref>{{cite web |url=https://passthrough.osk.sh/ |title=Vote for the change of the default passthrough mode and removal of passthrough from TETRA LEAGUE |date=October 18, 2021 |website=osk "passthrough" subdomain |archive-url=https://web.archive.org/web/20211008174029/https://passthrough.osk.sh/ |archive-date=October 8, 2021}}</ref>.


# Are you for or against the removal of passthrough?
# Are you for or against the removal of passthrough?
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# "Please explain in detail why you have voted to keep/remove passthrough. This is the most important field!"
# "Please explain in detail why you have voted to keep/remove passthrough. This is the most important field!"


These questions would be answered by the community, amounting to a total of 649 entries, with duplicate or spam entries filtered out. Of those entries, 243 users voted to keep passthrough, and 406 users voted to remove it.
These questions would be answered by the community, amounting to a total of 649 entries after duplicate or spam entries were filtered out. Of those entries, 243 users voted to keep Passthrough, and 406 users voted to remove it.
{{quote|After reading all 649 responses, '''I've decided to remove passthrough from TETRA LEAGUE and QUICK PLAY, and disable it by default in all custom games.'''<br>The main reasoning here being that passthrough generally makes defending harder in an already high-damage game, and most importantly, is far too unpredictable (even pure RNG would be more predictable).|osk {{cite web |url=https://discord.com/channels/673303546107658242/673305180976185403/899301776883347456 |title=#news |date=October 17, 2021 |website=[https://l.tetr.io/discord TETR.IO Discord server]}}}}
{{quote2|After reading all 649 responses, '''I've decided to remove passthrough from TETRA LEAGUE and QUICK PLAY, and disable it by default in all custom games.'''<br>The main reasoning here being that passthrough generally makes defending harder in an already high-damage game, and most importantly, is far too unpredictable (even pure RNG would be more predictable).|osk {{cite web |url=https://discord.com/channels/673303546107658242/673305180976185403/899301776883347456 |title=#news |date=October 17, 2021 |website=[https://l.tetr.io/discord TETR.IO Discord server]}}}}
 
Although Passthrough was removed, it was still possible to some extent after the update due to networking delays.<ref name="6.1 update"/> 6.3.3 completely rectified this phenomenon, dubbed "lagthrough" by the community, with a feature known as ''Zero Passthrough''.<ref name="6.3.3 update">{{cite web |url=https://tetr.io/about/patchnotes/#chlog_ALPHA_6_3_3 |title=Alpha 6.3.3 Update Log |date=April 11th, 2023 |website=TETR.IO patch notes}}</ref>
 
== Seasonal events ==
{{Main|TETR.IO/Seasonal Events}}
''TETR.IO'' holds events for various festivities, usually changing gameplay or visuals.
 
== Staff ==
''TETR.IO'' staff members are users responsible for moderation and general upkeep of the game and its community. Their main responsibilities include reviewing reports, answering support tickets, and moderating the Discord server.
 
Staff members have access to the admin panel, which is the main interface for moderation actions. They also (in most cases) have access to the support ticket system, a role in the ''TETR.IO'' Discord server which grants them moderation permissions, and access to staff-only Discord channels.
 
=== Staff Roles ===
[[File:TETR.IO_role-colors.png|thumb|right|This image shows the various role colors in TETR.IO.]]
 
''TETR.IO'' has four distinct staff roles with varying levels of access and responsibility.<ref>{{Cite web|url=https://tetr.io/about/patchnotes/#chlog_ALPHA_6_3_4|title=Alpha 6.3.4 Update Log|date=May 14, 2023|website=TETR.IO patch notes}}</ref> Staff roles automatically have access to most Supporter and Verified perks, access to a number of exclusive emotes, and the ability to take host of any in-game lobby.
 
==== Community Moderator ====
The '''community moderator''' role was introduced in May 2023. As the entry level staff role on ''TETR.IO'', community moderators handle chat moderation and less involved administrative tasks. Community moderators have a blue name in chat.
 
==== Global Moderator ====
'''Global moderators''' are established ''TETR.IO'' staff members with extended responsibilities. Global moderators have the authority to handle all types of rule violations, and have a light pink name in chat.


While passthrough has been "removed", it is '''very important''' to note that passthrough is still possible, due to networking delays.<ref name="6.1 update"/>
==== Administrator ====
== Seasonal Events ==
The '''administrator''' role is functionally similar to the moderator role, with extended permissions to perform certain bureaucratic tasks. Administrators have a hot pink name in chat.
=== April Fools' ===
 
Like most of the internet, on April 1st each year, TETR.IO takes part in the April Fools' Day festivities usually by changing the system Quick Play room's ruleset to one that is both unconventional and impossible to recreate for the normal user, and by changing the so-called "action text" that appears when the player clears lines, T-Spins, All Clears, and Back-To-Back moves.
==== Sysop ====
==== April Fools' 2020 ====
Users with the '''sysop''' role have full administrative control over ''TETR.IO''. Notably, sysops are the only users with the power to promote new staff members or deploy code changes. This role is exclusively reserved for ''TETR.IO'' founder [https://ch.tetr.io/u/osk osk], who has a green name in chat.
<div style="float: right;">
<div>
{| style="border:1px solid darkgray;"
|<playfield>
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..........
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..........
..........
..........
..........
..........
..........
..........
..........
..........
..........
..........
..H.......
</playfield>
|width="300pt"|Illustration of the so-called "Dark Garbage" this year's TETR.IO April Fools' Quick Play was centered around. All players would begin each Quick Play lobby with this field before the countdown even began.
|}
</div>
<div>
{| style="border:1px solid darkgray;"
|<playfield>
..........
..........
..........
..........
..........
OO.......L
OOHIIIILLL
</playfield>
|width="300pt"|The specific line this block was located on would not abide by the universal rule normally applied in TETR.IO; the line would fail to clear if the line was filled.
|}
</div>
<div>
{| style="border:1px solid darkgray;"
|<playfield>
..........
..........
..........
.J..Z.....
.J.ZZSS...
----------
----------
----------
----------
OOHIIIILLL
GGGGGG.GGG
GGGGGG.GGG
GGGGGG.GGG
GGGGGG.GGG
GGGG.GGGGG
GGGG.GGGGG
GGGG.GGGGG
</playfield>
|width="300pt"|Of course, other lines would clear as normal, however, once garbage entered the board, you would not be able to clear it. This created a bias for simply countering pending garbage to ensure none entered your board.
|}
</div>
</div>
The Quick Play gimmick for this year's April Fools' was one singular unclearable block, located on the first row in the third column, leaving that row unclearable. Since garbage is added into the board from the bottom, once players covered a column on row 1 with a regular piece, garbage which has entered that row would become unclearable by extension. Furthermore, the garbage multiplier was set to a staggering 9999x<ref>{{cite web |url=https://discord.com/channels/673303546107658242/673303546564968566/840405039100067841 |title=this is what was committed, but the garbagecapmax should also be 1, and idk, garbage multiplier was proabbly smth like 99999 |date=May 8, 2021 |website=Discord}} [https://cdn.discordapp.com/attachments/673303546564968566/840405036709969940/2021-05-08_03-48-51.png] -osk on [https://l.tetr.io/discord the TETR.IO Discord server]</ref>, garbage margin time started instantly, the "ALLOWED SPINS" setting permitted "STUPID SPINS", and your next queue was reduced from five pieces to four. The "GARBAGE CAP" setting was set to a limit of 1 garbage line allowed to enter the field per non-line clearing piece placed, so matches wouldn't end the instant you received that aforementioned multiplied garbage. '''The winning strategy here appeared to be building up a 4-Wide setup, abusing stupid spins to counter as much garbage as possible, and stalling your way to the end.'''


<hr/>
=== Staff Members ===
The action text this year mirrored that of [[NullpoMino|NullpoMino's]] action text:
{| class="wikitable"
{| class="wikitable"
! Staff Member<ref name="team" /> !! Role !! Title<ref group="note">Per each linked user's profile "distinguishment" banner.</ref> !! Appointment<ref group="note">Dates reflect the user's first appointment to a staff role, and notably do not factor in any hiatus periods.</ref>
|-
|-
! Original action text !! Replaced action text
| [https://ch.tetr.io/u/osk osk] || '''Sysop''' || osk / TETR.IO Founder (Lead Producer) || Launch - Present
|-
|-
| SINGLE || ONE
| [https://ch.tetr.io/u/dimentio Dimentio]|| '''Administrator''' || TETR.IO Programmer & Administrator || August 2021 - Present
|-
|-
| DOUBLE || TWO
| [https://ch.tetr.io/u/doktorocelot Dr Ocelot]|| '''Administrator''' || TETR.IO Audio & Music Designer, Programmer & Administrator || June 2022 - Present
|-
|-
| TRIPLE || THREE
| [https://ch.tetr.io/u/garbo Garbo]|| '''Administrator''' <ref group="note">As game designer only, not a listed staff member [https://discord.com/channels/673303546107658242/717742704145989713/1267783487184961548]</ref> || TETR.IO Game Designer || November 2020 - Present
|-
|-
| QUAD || FOUR
| [https://ch.tetr.io/u/matthew Matthew]|| '''Administrator''' || TETR.IO Administrator || Launch - Present
|-
|-
| x-SPIN || LARGE x-SPEEN<ref group="fools note">Where "x" is the piece counted for the spin.</ref>
| [https://ch.tetr.io/u/zaptor ZaptorZap]|| '''Administrator''' || TETR.IO Administrator || May 2021 - Present
|-
|-
| MINI T-SPIN || TINY T-SPEEN<ref group="fools note">The T tetromino will always be the piece to trigger this text. You '''cannot''' achieve a mini spin with any other piece, as TETR.IO uses "Immobile" spin detection for every non-T piece.</ref>
| [https://ch.tetr.io/u/zudo Zudo]|| '''Administrator''' || TETR.IO Administrator || August 2021 - Present
|-
|-
| ALL CLEAR || (unknown)<ref group="fools note">Despite it being impossible to All Clear in Quick Play, it was possible to trigger this text in other modes. Considering nobody freaked out about this particular action text, it's highly probable that it simply wasn't changed.</ref>
| [https://ch.tetr.io/u/flash flash]|| '''Global Moderator'''|| TETR.IO Assisting Programmer & Global Moderator || Launch - Present
|-
|-
| BACK TO BACK( x<math>x</math>) || MANY TIMES( x<math>x</math>)<ref group="fools note">Where <math>x</math> is equal to the amount of consecutive Back-To-Back line clears. "BACK TO BACK x1" is never shown, as a simple "BACK TO BACK" is prefered over the former.</ref>
| [https://ch.tetr.io/u/alcazar alcazar]|| '''Global Moderator''' || TETR.IO Global Moderator || Launch - Present
|-
|-
| <math>x</math> COMBO<ref group="fools note">Where <math>x</math> correlates to the current combo value.</ref> || (unchanged)
| [https://ch.tetr.io/u/deep4amthoughts deep4amthoughts]|| '''Global Moderator''' || TETR.IO Global Moderator || May 2021 - Present
|}
<hr/>
The TETR.IO Discord server also changed its name and server icon to match that of the [[Jstris]] Discord server. For many, there would be two identical Jstris Discord servers in their server list as Jstris did not reply with the vice-versa action.
<hr/>
'''''Gameplay Footage'''''
 
* [https://www.youtube.com/watch?v=uHUC-hCW7Wc Doremy's "<nowiki>[TETR.IO]</nowiki> Quick Play #8: april fooled (01-04-2020)"]
 
'''''Notes'''''
<references group="fools note"/>
 
==== April Fools' 2021 ====
<div style="float: right;">
<div>
{| style="border:1px solid darkgray; width:560px;"
|<playfield>
Z..
.ZZ
.Z.
</playfield>
|width="500pt"| Here is an example of each "fractured" piece used in the final Quick play, starting with the equivalent of the Z tetromino.
|}
</div>
<div>
{| style="border:1px solid darkgray; width:560px;"
|<playfield>
.L.
L..
...
</playfield>
|width="500pt"| This would have been the L piece.
|}
</div>
<div>
{| style="border:1px solid darkgray; width:560px;"
|<playfield>
OO
OO
</playfield>
|width="500pt"| The O tetromino was not changed, although since the ASC table was in effect, O-WIST's were still possible. This proves the system was capable of simply generating the same pieces.
|}
</div>
<div>
{| style="border:1px solid darkgray; width:560px;"
|<playfield>
..S
SS.
SS.
</playfield>
|width="500pt"| The S piece.
|}
</div>
<div>
{| style="border:1px solid darkgray; width:560px;"
|<playfield>
...I
IIII
....
I...
</playfield>
|width="500pt"| The I piece justified the name of "fractured" pieces for this round. Minos had no obligation to be entirely connected.
|}
</div>
<div>
{| style="border:1px solid darkgray; width:560px;"
|<playfield>
...
JJJ
...
</playfield>
|width="500pt"| The J piece.
|}
</div>
<div>
{| style="border:1px solid darkgray; width:560px;"
|<playfield>
.T.
TT.
.TT
</playfield>
|width="500pt"| The T piece. This generated piece is also commonly known as the F [[pentomino]].
|}
</div>
</div>
Exactly one year after the previous quick play event, shenanigans began once again. This time around, default Quick Play settings were in effect, plus the addition of normal allspin<ref group="fools note">Since TETR.IO Allspin already operated under "Immobile" detection, it adapted easily to the newly generated pieces.</ref>, however instead of using guideline [[Tetromino|tetrominos]], all players were served the same seven randomly generated pieces known as "fractured" pieces. These pieces could be anywhere from one mino to sixteen minos large. Each fractured piece correlated to one of the regular seven guideline tetrominos both visually in the next/hold queue<ref group="fools note">Fractured pieces were '''not''' reflected in the next/queue, however the blockout warning signifying the next piece's spawn position did mirror its fractured counterpart. Each fractured piece were constructed in a grid the size of their "normal" counterparts, which means that the corresponding O piece had to be restricted to a 2x2 grid, the corresponding I piece in a 4x4, and the rest in a 3x3 grid</ref> and in the "x-WIST"<ref group="fools note" name="unknown x">Where "x" is the piece counted for the spin</ref> action text. Due to the randomly generated nature of these pieces, the [[Super Rotation System]] kickset was not a good fit for this mode. Hence, the dynamic "ASC" kicktable, originally created for winterNebs' [https://asc.winternebs.com/ Ascension], made a good fit for the mode. The kick table might not have been the only bit of inspiration taken from that site for this mode. [https://asc.winternebs.com/mutation Ascension's "Mutation" mode] generates very similar pieces on later mutation levels. Fortunately, the ASC kick table was already implemented into TETR.IO as of update 0.7.2-pre0 released the year prior<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_0_7_2-pre0 |title=0.7.2-pre0 Update Log |date=June 2, 2020 |website=TETR.IO Patchnotes}}</ref>, however, despite the groundwork already existing for the kick table, the ASC kick table does not define 180 kicks to be used<ref>{{cite web |url=https://github.com/tetrio/issues/issues/478 |title=180° spin kicks in ASC |date=August 26, 2020 |website=Github}}</ref>, so custom modifications adding mentioned 180 kicks were made to the ASC kick table at the time for this special mode. '''The winning strategy here differed from round to round depending on how favorable the fractured pieces generated.''' More than likely, pieces would simply be too unorthodox to legitimately play the game with, so good knowledge of the [[lock delay]] mechanics went a long way towards stalling your way to the end.
<hr/>
[[File:TETR.IO T-wist-context.png|200px|thumb|right|The T-Wist in its first appearance.]]
The action text switches this time around took a more simplistic approach to displaying how many lines a single piece cleared:
{| class="wikitable"
|-
! Original action text !! Replaced action text
|-
| SINGLE || (unchanged)
|-
| DOUBLE || SINGLE x2
|-
|-
| TRIPLE || SINGLE x3
| [https://ch.tetr.io/u/flowerpetal flowerpetal]|| '''Global Moderator''' || TETR.IO Global Moderator || May 2023 - Present
|-
|-
| QUAD || SINGLE x4
| [https://ch.tetr.io/u/gebruikersnaam gebruikersnaam]|| '''Global Moderator'''|| TETR.IO Global Moderator || Launch - Present
|-
|-
| PENTA, HEXA, HEPTA, etc || SINGLE x<math>x</math><ref group="fools note">Where <math>x</math> is equal to the amount of lines cleared with a single line clear. More information in the [[TETR.IO#Trivia| trivia section]].</ref>
| [https://ch.tetr.io/u/thugginator thugginator]|| '''Global Moderator''' || TETR.IO Global Moderator || Launch - Present
|-
|-
| KAGARIS<ref group="fools note">This is the line clear achieved when 21-40 rows are cleared at once. More information at the [[TETR.IO#Trivia| trivia section]].</ref> || KAGARIN IS CUTE
| [https://ch.tetr.io/u/sketchedpurple sketchedpurple]|| '''Global Moderator''' || TETR.IO Global Moderator || May 2023 - Present
|-
|-
| x-SPIN || x-WIST<ref group="fools note">Where "x" is the piece counted for the spin.</ref>
| [https://ch.tetr.io/u/blink Blink]|| '''Community Moderator''' || TETR.IO Community Moderator || May 2023 - Present
|-
|-
| MINI T-SPIN || MINI T-WIST<ref group="fools note">The T tetromino will always be the piece to trigger this text. You '''cannot''' achieve a mini spin with any other piece, as TETR.IO uses "Immobile" spin detection for every non-T piece.</ref>
| [https://ch.tetr.io/u/nook nook]|| Global Moderator (former) || TETR.IO Alumni || Launch - June 2022
|-
| ALL CLEAR || BRAVO
|-
| BTB x<math>x</math> || CHAIN x<math>x</math><ref group="fools note">Where <math>x</math> is equal to the amount of consecutive Back-To-Back line clears.</ref>
|-
| <math>x</math> COMBO<ref group="fools note">Where <math>x</math> correlates to the current combo value.</ref> || (unchanged)
|}
|}
The "T-WIST" text is likely a reference to GlitchyPSI's YouTube video titled "[https://www.youtube.com/watch?v=J5vqc0v5v2o A casual day with a twist.]". The "BRAVO" text likely drew inspiration from the [[Tetris The Grand Master (series)| Tetris The Grand Master series]], where an "all clear" is called a "bravo" in earlier games. The "CHAIN" text could be a reference to the [[Puyo Puyo]] series, but there's a higher chance it simply references the name of the Back-To-Back Chaining mechanic.
<hr/>
The TETR.IO Discord server did their part in the tomfoolery by changing its name to a self-aware violation of the [https://branding.osk.sh/ | branding guidelines] by changing its name to "Tetr.IO". Furthermore, the moment the date hit April the 1st for the CEST time zone, the following announcement was made in #news parallel to the update that changed the Quick Play ruleset:
[[File:TETR.IO_Jstris-compatibility-mode.png|700px|thumb|right|The "JSTRIS handling mode" toggle. Activating it would produce the visuals shown above.]]
{{quote|Version 6.0.4a is now live.<br/>➔ Added JSTRIS handling mode!<br/> -> It makes your handling exactly like Jstris handling. Find it in CONFIG -> HANDLING<br/>➔ I couldn't be bothered to write the rest of the patch notes sorry|osk}}
This "Jstris handling mode" manifested as a toggle in the handling category of the config. Activating it would remove the frame based indications of how DAS and ARR were configured, and would replace them with counters that tracked milliseconds, just like [[Jstris]]. Changing your ARR value would impact your DAS value, specifically adding your ARR to your DAS. TETR.IO DAS/ARR is not the same as Jstris DAS/ARR<ref>{{cite web |url=https://tetrio.team2xh.net/?t=faq#handling |title=The handling feels slippery, but my settings are the same as on JSTRIS |website=TETR.IO Statistics by Tenchi}}</ref>, and the update that "fixed" TETR.IO's DAS suggests this addition workaround for users with positive ARR<ref name="2.0.0 patchnotes"/>. '''Aside from the visual changes mentioned, this toggle effectively did nothing to change TETR.IO's handling.'''
<hr/>
'''''Gameplay footage'''''


* [https://www.youtube.com/watch?v=2JYG_fZYAUk Lilla Oshisaure's "TETR.IO with bad pieces"] stream
== Development ==
* [https://www.youtube.com/watch?v=kpdE-bG4-lw JG Zeem's "<nowiki>[Tetr.io]</nowiki> Tetra league JJ_ZEEM vs HARROMAN"] video. If you needed proof that action text was globally changed, here it is. It didn't matter whether you played Zen mode or TETRA LEAGUE, a T-Spin was a T-Wist that day.
''TETR.IO'' began its life in the INDEV stage on the 19th of February, 2019<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_The_Beginning |title=The Beginning |date=June 2, 2020 |website=TETR.IO patch notes}}</ref>. This phase would have extremely closed testing, limited to only osk and his personal friends.
* [https://www.youtube.com/watch?v=Zpbu1fVax8M Sretzo's "Tetr.io | Funny looking pieces (April Fool Super Lobby)"] video
Less than a year later, ''TETR.IO'' would enter the INFDEV stage on January 31, 2020, when access to the game was opened for testers on a per request basis. During the Infdev release, players were required to represent their IP address to osk via Discord DMs or E-Mails in order to test this version<ref>{{cite web |url=https://blog.osk.sh/post.php?p=5e34bfcc1382d7.10604193 |title=TETR.IO is now in INFDEV! |date=January 31, 2020 |website=osk blog |access-date=February 8, 2020 |archive-url=https://web.archive.org/web/20200209020931/https://blog.osk.sh/post.php?p=5e34bfcc1382d7.10604193 |archive-date=February 8, 2020 }} "Want to try out TETR.IO? Contact me with your IP and why you would like to try out TETR.IO, and I'll add you to the whitelist!"</ref>. A month and a half later, the game entered the public Alpha stage on March 22, 2020. This time, all players are free to create/log in to their accounts and play the game<ref>{{cite web |url=https://blog.osk.sh/post.php?p=5e76725469c492.94375614 |title=TETR.IO PUBLIC ALPHA RELEASED! |date=March 22, 2020 |website=osk blog}}</ref>.
 
'''''Notes'''''
<references group="fools note"/>
=== Holidays ===
[[File:TETR.IO_holiday-ingame.jpg|600px|thumb|right|Archival ingame imagery of TETR.IO during the holiday seasons.]]
{{quote|'''Christmas is almost here!''' The entire TETR.IO team would like to wish you Happy Holidays!<br>Please enjoy a slight reskin of the game to fit the mood! Also, '''Supporter gifts are 25% off!''' Could make a nice gift!|osk, December 19th, 2021 on the TETR.IO Discord server}}
Following the trends of other services, TETR.IO also partakes in seasonal redecorating. So far, we can expect a full changeup of vanilla backgrounds, boards, accent colors, and skins with the addition of snowy particles, as we saw during the weeks of December 19, 2021 - January 4th, 2022. This slight reskin was also responsible for some interesting developments as far as the modularity of TETR.IO customization is concerned, being the first deployment of skin/ghost mix-n-matching and introducing entirely new textures to the internal "board.png" file, doubling its size, which was later ditched when the update was reverted.
 
You '''could not''' opt out of these customizations while they were active, although you could of course change the background to a custom background of your choosing. As of now, there is no way to access these customizations again, post-holidays.
 
== Staff ==
 
''TETR.IO'' staff members are users responsible for moderation and general upkeep of the game and its community. Their main responsibilities include reviewing reports, answering support tickets, and moderating the Discord server.
 
Staff members have access to the admin panel, which is the main interface for moderation actions. They also have access to the support ticket system, and a role in the ''TETR.IO'' Discord server which grants them moderation permissions, as well as access to staff-only Discord channels.
 
=== Moderators ===
 
Moderators are recognised by their blue name in game and on Discord. As well as having the power to access most features of the admin panel, they also have all Supporter and Verified perks, a handful of staff-only emotes (including a large version of "ultreme"), and the ability to take ownership of any in-game lobby.
 
At least five orginal Moderator accounts exist, presumably appointed during the Indev phase.<ref group="note" name="unofficiallist">This is an unofficial list which '''may be incomplete!'''</ref>
 
* [https://ch.tetr.io/u/flash flash]
* [https://ch.tetr.io/u/gebruikersnaam gebruikersnaam]
* [https://ch.tetr.io/u/matthew matthew]
* [https://ch.tetr.io/u/nook nook]
* [https://ch.tetr.io/u/thugginator thugginator]
 
Furthermore, two additional moderators were appointed, or at least created, at some point after the end of the Indev phase.<ref group="note">These accounts were created after the account creation time started being recorded, as opposed to the original five which show as "here since the beginning", implying they were created after the Indev phase.</ref>
 
* [https://ch.tetr.io/u/alcazar alcazar]
* [https://ch.tetr.io/u/kagariiiii kagariiiii]
 
In May 2021, a further two moderators were appointed.
 
* [https://ch.tetr.io/u/deep deep] (formerly deep4amthoughts)
* [https://ch.tetr.io/u/zaptor zaptor]
 
Then, two more moderators were appointed in August 2021.
 
* [https://ch.tetr.io/u/dimentio dimentio]
* [https://ch.tetr.io/u/zudo zudo]
 
=== Administrators ===


Administrators (presumably) have full control over the game, which includes all moderation tools, as well as the ability to make permanent changes to the game itself via updates. They can easily be spotted in game and on Discord thanks to their signature green usernames.
On May 22, 2020, a desktop client of ''TETR.IO'' was released<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_ALPHA_3_0_0 |title=Alpha 3.0.0 Update Log |date=June 2, 2020 |website=TETR.IO patch notes}} "➔ THE OFFICIAL TETR.IO DESKTOP CLIENT IS HERE!"</ref>. Aside from being able to open the game without a web browser, this version also touts increased performance, alongside Discord "Rich Presence" integration and more granular control over VSync.


There are two known Administrator accounts.<ref group="note" name="unofficiallist"/> They are both currently in the possession of osk<ref>https://discord.com/channels/673303546107658242/673303546564968566/845719577207767071</ref>.
* [https://ch.tetr.io/u/kagari kagari]
* [https://ch.tetr.io/u/osk osk]
== Development ==
''TETR.IO'' began its life in the INDEV stage on the 19th of February, 2019<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_The_Beginning |title=The Beginning |date=June 2, 2020 |website=TETR.IO Patchnotes}}</ref>. This phase would have extremely closed testing, limited to only osk and his personal friends.
Less than a year later, TETR.IO would enter the INFDEV stage on January 31, 2020, when access to the game was opened for testers on a per request basis. During the Infdev release, players were required to represent their IP address to osk via Discord DMs or E-Mails in order to test this version<ref>{{cite web |url=https://blog.osk.sh/post.php?p=5e34bfcc1382d7.10604193 |title=TETR.IO is now in INFDEV! |date=January 31, 2020 |website=osk blog |access-date=February 8, 2020 |archive-url=https://web.archive.org/web/20200209020931/https://blog.osk.sh/post.php?p=5e34bfcc1382d7.10604193 |archive-date=February 8, 2020 }} "Want to try out TETR.IO? Contact me with your IP and why you would like to try out TETR.IO, and I'll add you to the whitelist!"</ref>. A month and a half later, the game entered the public Alpha stage on March 22, 2020. This time, all players are free to create/log in to their accounts and play the game<ref>{{cite web |url=https://blog.osk.sh/post.php?p=5e76725469c492.94375614 |title=TETR.IO PUBLIC ALPHA RELEASED! |date=March 22, 2020 |website=osk blog}}</ref>.
On May 22, 2020, a desktop client of ''TETR.IO'' was released<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_3_0_0 |title=3.0.0 Update Log |date=June 2, 2020 |website=TETR.IO Patchnotes}} "➔ THE OFFICIAL TETR.IO DESKTOP CLIENT IS HERE!"</ref>. Aside from being able to open the game without a web browser, this also allows users to play single-player modes offline.
== Trivia ==
== Trivia ==
[[File:TETR.IO-leveltags.png|280px|thumb|right|A quick graphic detailing all of the level tags available in TETR.IO.]]
[[File:TETR.IO-leveltags.png|280px|thumb|right|A quick graphic detailing all of the level tags available in TETR.IO.]]
* A player's "level badge" evolves into different shapes and colors every ten levels, starting from level 1. Furthermore, levels supposedly cap at level 5000, however, as no TETR.IO player has reached this level, this fact remains a myth.  
* A player's "level badge" evolves into different shapes and colors every ten levels, starting from level 1.
** The tetris bot ZZZTOJ hit the level 5000 on October 6, 2023, though there are no visible stats to verify the gold badge.<ref>{{cite web|url=https://x.com/zudo___/status/1710260200374931765|title=zudo on X: "ZZZTOJ just hit level 5000 on tetr.io, becoming the first..."|date=October 6, 2023|website=X (Twitter)}}</ref>
** Player STQRM reached level 5000 on October 31, 2024, becoming the first non-bot user to reach level 5000.
* If the "First To" value is higher than 2 in any given multiplayer Battle Royale with less than eight players, the scoreboard at the top of the screen will match the colors of the seven [[Tetromino|Tetrominos]], displaying each player and their current amount of wins.
* If the "First To" value is higher than 2 in any given multiplayer Battle Royale with less than eight players, the scoreboard at the top of the screen will match the colors of the seven [[Tetromino|Tetrominos]], displaying each player and their current amount of wins.
* If the user uses command "/kagari" in room chat, they will be greeted with a system message, only the user invoking the command can see, which contains "CMD: :kagari:".
* If the user uses the command "/kagari" in room chat, they will be greeted with a system message, only the user invoking the command can see, which contains "CMD: :kagari:". The same goes for the command "/maho", but with the system message saying "CMD: :maho:" instead.
* The "WASD" control scheme, one of three choices in the controls config, is a direct mirror of osk's personal controls; the same controls they thought up on the spot in [[Tetris Friends]] since they didn't quite like the default controls.
* The "WASD" control scheme, one of three choices in the controls config, is a direct mirror of osk's personal controls; the same controls he thought up on the spot in [[Tetris Friends]] since he didn't quite like the default controls.
* Some aspects of TETR.IO's UI design are loosely based off the Bejeweled series. An example of this inspiration involves the Zen mode level up animation, which reportedly comes from Bejeweled 2 with Hardware Acceleration set to on, and Bejeweled 3's similarly named Zen mode. You can even draw comparisions down to the color schemes of the Solo mode selection screen to Bejeweled Twist; a game that also has a red "Blitz", turquoise "Zen", and yellow "Challenge"+"Classic" buttons.
* Some aspects of TETR.IO's UI design are loosely based off the Bejeweled series. An example of this inspiration involves the Zen mode level up animation, which takes inspiration comes from Bejeweled 2 and Bejeweled 3's similarly named Zen mode. You can even draw comparisons down to the color schemes of the Solo mode selection screen to Bejeweled Twist; a game that also has a red "Blitz", turquoise "Zen", and yellow "Challenge" and "Classic" buttons.
[[File:TETRIO-DamageNumbers.gif|right|An example of concurrent attacks.]]
[[File:TETRIO-DamageNumbers.gif|right|An example of concurrent attacks.]]
* The damage number popups that appear when sending or blocking lines bear a resemblance to the ones from the video game ''Persona 5'', developed by Atlus' P-Studio. Similarly, when chaining multiple line attacks in a row within a short time between attacks, the damage number will increase and become bigger in size. The stronger the line attacks, the bigger the damage number becomes.
* The damage number pop-ups that appear when sending or blocking lines resemble the ones from the video game ''Persona 5'', developed by Atlus' P-Studio. Similarly, when chaining multiple line attacks in a row within a short time between attacks, the damage number will increase and become bigger in size. The stronger the line attacks, the bigger the damage number becomes.
* In the engine, it is theoretically possible to clear more than four lines with one piece. At first, clearing more than four lines with one piece would softlock the game as it tried to find action text for an action that wasn't defined, however, starting with the 4.1.0 update released on the 16th of July, 2020<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_4_1_0 |title=4.1.0 Update Log |date=July 16, 2020 |website=TETR.IO Patchnotes}}</ref>, that issue was removed. In return, osk added in the following action text for when players clear more than four lines:
** Previously, the damage numbers were yellow when sending lines, and only displayed each attack's lines sent separately. A yellow spike counter on the left side of the board would also appear when sending 10 or more lines in a short time. As of Alpha 6.1.0, as part of the preparations for the upcoming Character System, the spike counter was removed in favor of the new damage number that fulfills a similar role.
* It is theoretically possible to clear more than four lines with one piece. This can be done by creating a custom board layout with rows already filled, as line clears are only processed after a piece is dropped. At first, this would simply softlock the game as it tried to find undefined action text. However, starting with Alpha 4.1.0 released on 16th of July, 2020<ref>{{cite web |url=https://tetr.io/about/patchnotes/#chlog_ALPHA_4_1_0 |title=Alpha 4.1.0 Update Log |date=July 16, 2020 |website=TETR.IO Patch notes}}</ref>, that issue was removed by adding in the following action text for when players clear more than four lines:
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
|-
|-
Line 617: Line 960:
| 20 || EICOSA
| 20 || EICOSA
|-
|-
| 21-40 || KAGARIS
| 21+ || KAGARIS
|}
|}
* Despite these normally impossible actions being recognized through action text, these line clears do not send any lines<ref group="note">Confirmed through ZEN mode's "sendback" garbage option.</ref> or count for any score. '''If you end up testing this yourself, ensure there are no all clear bonuses in play.'''
* Despite these normally impossible actions being recognized through action text, these line clears do not send any lines<ref group="note">Confirmed through Zen mode's "sendback" garbage option.</ref> or count for any score. (If you end up testing this yourself, ensure there are no all clear bonuses in play.)
[[File:TETR.IO_role-colors.png|thumb|right|This image shows the various role colors in TETR.IO.]]
** In April Fools' 2024, Bombs-style garbage was introduced, allowing you to clear more than four lines in intended gameplay. Bombs-style garbage has since been added as a permanent setting in Custom Rooms.
* As of version 6.0.1, achieving a higher TETR.IO Supporter tier will cause a player's name to show in a brighter shade of orange in game, assuming they have Supporter themself. Tier 1 is achieved after purchasing Supporter or receiving a gift, Tier 2 (★) is currently achieved after lifetime supporter contributions reach €20, Tier 3 (★★) is €80 and Tier 4 (★★★) is €250.
* An easter egg exists in the social panel. If you use the search bar to attempt to find someone not in your friends list, you get the message "Couldn't find anyone like that." in place of search results. If you then search for "anyone like that", you will get a ''different'' message. This loop continues for quite a bit:
* An easter egg lurks in the social panel. If you use the search bar to attempt to find a user who is not your friend, you will be greeted with a message containing "Couldn't find anyone like that." in place of search results. If you then search for "anyone like that" you'll be greeted with a ''different'' message. This loop continues for quite a bit:
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
|-
|-
Line 641: Line 983:
| any user in your friends list who matches the specified search term || ...
| any user in your friends list who matches the specified search term || ...
|}
|}
* At this point, the error icon will switch from an innocent depection of Kagari to a more judgemental Kagari. Searching for "..." will result in the regular error message, "Couldn't find anyone like that."
** At this point, the error icon will switch from an innocent depiction of Kagari to a more judgemental one.
[[File:TETR.IO_zenlevels.png|thumb|right|A quick chart showing the various numerals used in ZEN mode.]]
[[File:TETR.IO_zenlevels.png|160px|thumb|right|A quick chart showing the various numerals used in Zen mode.]]
* ZEN levels are usually accompanied by small symbols whenever shown. These symbols resolve into custom, expanded roman numerals.  
* Zen levels are accompanied by small symbols in most places. These symbols resolve into custom, expanded roman numerals.
** When the maximum numeral is reached, the sixth 500,000 and onward simply repeats the symbol, breaking the standard. This is unlikely to occur anytime soon, however, as the user attributed with the most ZEN levels has yet to break even 10,000 levels.
** When the highest symbol is reached, the sixth 500,000 and onward simply repeats the symbol, breaking the standard. This is unlikely to occur anytime soon, however, as the user [https://ch.tetr.io/u/blb BLB] attributed with the most Zen levels has yet to break even 20,000.
*** Their name is [https://ch.tetr.io/u/blb BLB].
* Upon loading the game, TETR.IO runs a fully custom benchmark based on the type of rendering WebGL expects from your computer. The results of this test, known as the [https://feecof.osk.sh/ ''Feecof'' test], are then used to preselect a graphics preset according to the following chart:
* Upon loading the game, TETR.IO runs a fully customized benchmark based on the type of rendering WebGL expects from your computer. The results of this test, known as the [[https://feecof.osk.sh/|''Feecof'' test]], are then used to preselect a graphics preset according to the following chart:
{| class="wikitable"
{| class="wikitable"
|-
|-
! Feecof score !! Graphcis preset
! Feecof score !! Graphics preset
|-
|-
| Under 300,000 || LOW
| Under 300,000 || LOW
Line 657: Line 998:
| Above 600,000 || HIGH
| Above 600,000 || HIGH
|-
|-
| ABOVE 1,000,00 and with TETR.IO Desktop || ULTRA
| ABOVE 1,000,000 and with TETR.IO Desktop || ULTRA
|}
|}
* Since TETR.IO's conception, there have been several competitions for increasingly long activities. Here's where those records stand as of the 9th of June, 2022:
** The longest TETR.IO 40 LINES run currently stands at 2 hours and 40 minutes. It was run by user agar02.<ref>{{cite web |url=https://www.youtube.com/watch?v=W-5LhqHq-M4 |title=&#91;TETR.IO&#93; (WORLD RECORD) Longest 40L sprint in 2:40:00:683 |date=May 18, 2022 |website=YouTube}}</ref>
*** Notably, ''TETR.IO'' refuses to parse ranked SOLO replays that take over 30 minutes to complete, so this run wasn't officially uploaded to servers, and YouTube/replay files account for the evidence. That said—there's little to no motivating factor to present fake runs of this sort.
** The longest single persistent play-session was livestreamed over the course of 18 hours by [https://www.twitch.tv/excadrilltetris Excadrill] on Twitch.<ref>Re-uploaded due to Twitch's automatic ''Video On Demand'' cleanup: {{cite web |url=https://www.youtube.com/playlist?list=PLX6LV7_4Bkiz0pj10Lzh10y3mxP_esnbT |title=Exca's 18 hours lobby |date=July 29, 2022 |website=YouTube}}</ref> This play-session covered over '''547 separate "free-for-all" matches''', to preserve the drop-in/drop-out "playing with viewers" nature of his usual stream format. Regardless, during this period, no major breaks or periods of inactivity took place, and Excadrill won 114 matches in total.<ref>{{cite tweet |link=no |user=RinoZing |number=1550915103293378560 |title=After 18 hours and 38 minutes of stream, I got new PB for consecutive FFA lobbies hosted on @tetriogame, my best was 420, now it's 547 (all in a row, not spectating a single one, not topping out).}}</ref>
** Ever since this statistic has been tracked, the longest ''explicitly recorded'' server uptime stands at just over '''56½ days''', covering the time gap between versions [https://tetr.io/about/patchnotes/#chlog_ALPHA_6_2_1 Alpha 6.2.1] and [https://tetr.io/about/patchnotes/#chlog_ALPHA_6_3_0 Alpha 6.3.0], although osk believes the real record stands above 2 months.<ref>{{cite web |url=https://discord.com/channels/673303546107658242/673303546564968566/984639202929049691 |title=prob like  2 months ? maybe? |date=June 10, 2021 |website=Official TETR.IO Discord server}}</ref>
* Before the release of the Quick Play rework, a [https://youtu.be/NS4vcOHBRtU teaser video] previously titled "Hall of Beginnings - TETR.IO" was posted. In the background was an encoded message that read "Q P 2.0". The first user to decode this message was [https://ch.tetr.io/u/unzenta UNZENTA].<ref>{{cite tweet |link=no |user=deep4amtweets |number=1816906906495254987 |title=so glad i can finally congratulate @unzenta for being the first to decode hall of beginnings!! you knocked it outta the park dude<br>and to everyone -- please enjoy http://tetr.io beta, and good luck in quick play 2!}}</ref>
* Each of the Quick Play mods is themed upon a card from the Major Arcana. Many flavor texts allude to their meanings, such as The Emperor being associated with power and authority.<ref>{{cite web |url=https://en.wikipedia.org/wiki/Tarot_card_reading |title=Tarot card reading |website=Wikipedia}}</ref>
** Reversed mods are similarly based on tarot reversals, which convey an opposite or darker meaning.
* Quick Play features a dynamic music system.
** Each floor has its own soundtrack and sting for ending a run on that floor.
** Depending on how fast you climb, the soundtrack may skip bars to keep up.
** The lobby theme, Watchful Eye, has instruments fade in and out at random. Drums play while you are spectating a player.
** When using the Expert Mode mod, the lobby and floor 1 themes will have an electric guitar stem added.
** When using any reversed mod, all themes become their ''reprise'' version. These also have their own names in the soundtrack.<ref>{{cite web |url=https://merch.tetr.io/zenith-tower-ost/ |title=Zenith Tower OST |website=TETR.IO Merch Store}}</ref>
* HYPERSPEED was originally implemented due to concerns that the dynamic music would break if you climbed too fast. It eventually became somewhat of a mechanic with its own visuals and soundtrack.
* If you attempt to send a Quick Play run under 10.0m to chat, you will get the message <code>YOU SHOULDN'T DO YOURSELF THAT SORT OF INJUSTICE</code>. This is to prevent players from flooding the chat with low-effort runs.
* Viewing osk's profile shows that he is based on "The Moon" and has been "Here since the beginning".<ref>{{cite web |url=https://ch.tetr.io/u/osk |title=osk's user page |website=Tetra Channel}}</ref>
** Since The Moon is not an accessible country to most humans, osk is No. 1 in all of The Moon's country leaderboards.
** There is a user KAGARI, a character from the anime Rewrite, that similarly lives on The Moon. She is labelled as TETR.IO Co-founder but has zero playtime or activity, other than being gifted Supporter.<ref>{{cite web |url=https://ch.tetr.io/u/kagari |title=Kagari's user page |website=Tetra Channel}}</ref>
* Many achievements contain references in their name or description.
** "Wabi-sabi" is named after a [https://en.wikipedia.org/wiki/Wabi-sabi Japanese aesthetic concept].
** "Snake Eyes" is a term for rolling two ones with a pair of dice.
*** This achievement was previously named "All the Single Lines" which is a reference to a [https://www.youtube.com/watch?v=4m1EFMoRFvY song by Beyoncé].
** "Mr. Boardwide" is based on "Mr. Worldwide", which is a nickname for the rapper [https://en.wikipedia.org/wiki/Pitbull_(rapper) Pitbull] that became an internet meme.
** "Opener Main", "Speed Player" and "Plonk" are all named after community terms for playstyles.
** "The Grandmaster" is a reference to the [[Tetris The Grand Master]] series, which features similar Gravity and invisible modes.
** The icon of "Rolling the Snowman" resembles the Greek mythology figure Sisyphus rolling the boulder up the mountain.
== Notes ==
== Notes ==
<references group="note"/>
<references group="note"/>
== References ==
== References ==
<references />
<references />
Line 666: Line 1,036:
== External links ==
== External links ==
* [https://tetr.io/ Official website]
* [https://tetr.io/ Official website]
* [https://l.tetr.io/discord Official Discord server]
* [https://discord.com/servers/tetr-io-673303546107658242 Official Discord server]
* [https://twitter.com/tetriogame Official Twitter account]
* [https://x.com/tetriogame Official X (Twitter) account]
* [https://tetr.io/about/desktop/ Desktop client download page]
* [https://tetr.io/about/desktop/ Desktop client download page]
* [https://github.com/tetrio/issues/ Issue tracker]
* [https://github.com/tetrio/issues/ Issue tracker]
Line 673: Line 1,043:


[[Category:Fan games]]
[[Category:Fan games]]
[[Category:Windows games]]
[[Category:MacOS games]]
[[Category:Multiplayer games]]

Latest revision as of 18:36, 10 March 2025

TETR.IO
TETR.IO logo
Developer(s)osk[1]
Designer(s)garbo
GlitchyPSI (Assisting)[1]
Programmer(s)Dimentio
Dr Ocelot
flash (Assisting)[1]
Platform(s)Web (Native)[note 1]
Desktop: Windows, Linux, macOS[note 2]
ReleaseINDEV
February 19, 2019
INFDEV
January 31, 2020
Alpha
March 22, 2020
Beta
July 26, 2024
Latest releaseBeta 1.6.1 / February 16th, 2025[2]
Desktop V9 / March 9th, 2024[3]
Gameplay info
Next pieces1~6 (default 5)
Playfield size10 × 40 (default)
Hold pieceYes (default)
Hard dropYes (default)
Rotation systemSRS+ (default), SRS, SRS-X, ARS, NRS, ASC, Tetra-X, None

TETR.IO is a free-to-play online multiplayer and singleplayer game developed by osk. Players can play against friends and foes all over the world and claim a spot on the leaderboards, found in the Tetra Channel. It is referred to as a free-to-win, modern yet familiar online stacker game in the same genre as Tetris.

Multiplayer

In multiplayer, players can play online multiplayer games against each other. You can choose to play in one large Royale lobby or in a room created using the Custom Rooms option. The host of a room can change settings for the room such as Spin bonuses, player limit, the amount of next pieces shown, and more. Rooms that are set to public by the host will appear in the Room Listing.

Custom rooms with 3 or more players play similarly to Tetris 99 along with alike targeting options, though you cannot manually target a specific player by default. A garbage/gravity margin time system is enabled by default, which causes garbage sent/gravity to increase gradually after a specified amount of time.

Mechanics

TETR.IO includes many modern stacker staples such as Garbage (notably using "change on attack" randomization rules), Gravity, and the quintessential Line clear, but also contains several mechanics unique to it.

Combo System: "Multiplier"

A table detailing the Multiplier combo and B2B Chaining mechanics combined. Yellow cells indicate the attack will cause a "spike", red cells indicate that the attack would cause a top-out if no garbage is cancelled, and purple cells indicate an attack that can cause a "spike KO". Note that the All Clear attack value is outdated.

By default, TETR.IO utilizes a very different combo system to other Tetris games and clones. This system is known as the Multiplier combo system. It nerfs the usually overpowered "four-wide" combo setup heavily, and awards combos that finish with a Quad or T-Spin with a large spike. This system is enabled by default in all multiplayer modes and Zen, and can be toggled in the Custom Room settings.

In the Multiplier system, larger attacks are affected by combo more than smaller ones. The exact value is where is combo. If the base attack is 0, the function is used for 2-combo and above.

Since TETR.IO is played on a grid, the resulting value must be rounded to a whole number. How this is done depends on the "Rounding Mode" setting. Taking a 1-combo Double (1.25) for example:

  • DOWN: values are rounded down, meaning it will always send 1.
  • RNG: values use weighted randomness, meaning it has a 25% chance to send 2 instead.

Quick Play uses RNG mode. Other multiplayer modes and Zen use DOWN mode by default. Blitz and Sprint use other scoring systems, so this system is not used.

Back-to-Back Charging

Various stages of B2B Charging.

Back-to-Back Charging is a mechanic added in Beta 1.0.0 on July 26th, 2024[4] alongside the new Quick Play mode. This is the default mechanic used in multiplayer games, replacing Back-to-Back Chaining.

To use this mechanic, one must do several "difficult line clears" (including Quads, T-Spins and All-Spins if enabled), without clearing a Single, Double, or Triple in between each one. This adds one extra line of garbage to each attack until the streak is broken.

When a player gets a Back-to-Back streak of 4, they will begin charging up a Surge attack. This has a starting power of 1 line in Quick Play and 4 lines in other modes. Each difficult line clear adds 1 line to Surge, so a higher B2B streak will result in a larger Surge attack. For example, if a player has an 8 B2B streak, then 8 lines will be charged (5 lines in Quick Play).

When the player breaks their B2B streak, all of the player's stored Surge lines will be sent at once. It splits into three segments, with the first and sometimes second segment keeping the remainder if the total lines are not a multiple of 3.

Back-to-Back Chaining

Back-to-Back Chaining was introduced in Alpha 2.3.2 on 24th of April, 2020[5] as an experimental feature which quickly became a popular quirk for many, and became a default mechanic the day right after it was introduced. It was replaced with Back-to-Back Charging in Beta 1.0.0, and in Tetra League's pre-season in Beta 1.1.0.

Back-to-Back Chaining rewards the player with more lines per attack as their streak increases:

Range of B2B streak Displayed B2B count Extra lines sent per attack
0-1 (none shown) 0
2-3 B2B x1 - B2B x2 1
4-8 B2B x3 - B2B x7 2
9-24 B2B x8 - B2B x23 3
25-67 B2B x24 - B2B x66 4
68-185 B2B x67 - B2B x184 5
186-504 B2B x185 - B2B x503 6
505-1370 B2B x504 - B2B x1369 7
1371-3725 B2B x1370 - B2B ×3724 8

This system effectively increases forever, seeming to progress similarly to a square root function. Values up to level 8 were posted in a pinned message by osk in the official TETR.IO Discord server's #tetrio-general channel.

In a Custom Room, both Back-to-Back mechanics can be toggled separately using their respective game settings by the host. It was replaced with Back-to-Back Charging as the default setting in the Season 2 Pre-Season.

All-Mini

All-Mini was added in Beta 1.0.0[6] on July 26, 2024. This rule allows all pieces to perform Spins. Spins for pieces other than T use immobile detection and are counted as Mini-Spins. It used to be the default rule until it was replaced by All-Mini+ after Beta 1.5.0.

All-Mini+ was added in Beta 1.5.0[7] on January 18, 2025, allowing T pieces to use immobile detection as well. It replaced All-Mini as the default for all multiplayer gamemodes and Zen.

Passthrough

This mechanic allowed two players to send garbage to each other without cancelling the garbage sent if one attack is sent before the other is received. Garbage takes 20 frames, or 0.333 seconds[8], to travel to another player. During this time, it cannot cancel or be cancelled by any incoming garbage and plays a special sound when it does.

As of Alpha 6.1.2[9], it is disabled by default in all gamemodes. It can be enabled by toggling the "Garbage Passthrough" option under the "Gravity and Margin Time" category. This mechanic historically has gone through many controversies leading to its removal as a default mechanic -- refer to the Professional Concerns section for more info.

Clutch Clear

Clutch Clears were introduced in Alpha 2.5.3. When enabled, if you cleared lines when you would have caused a lock out, you would be able to keep playing. This mechanic became redundant when lock out was disabled by default.

Clutch Clears were reworked in Beta 1.5.0. If you clear lines when you would have caused a block out, your next piece will be pushed above the stack, allowing you to keep playing.

A "CLUTCH" pop-up and sound effect appears when it triggers. Triggering multiple Clutch Clears in a row will display "DOUBLE CLUTCH", "TRIPLE CLUTCH", and so on. This continues up to "DECA" then switches to "CLUTCH xnumber".

Quick Play

Quick Play is the main free-for-all room in TETR.IO, aiming to be a more casual, unranked experience, and was revamped in Beta 1.0.0.[10] The goal of this mode is to climb as high as possible and battle it out in a large free-for-all lobby. Upon being eliminated, players can promptly start a new run without waiting for the game to end. It has two leaderboards that reset weekly: Quick Play and Expert Quick Play (Expert Mode enabled).

Gameplay changes

Quick Play makes some changes to the base gameplay.

B2B Charging Surge starts with an attack of 1 line, instead of 4 lines like in other multiplayer modes. All Clears send only 3 lines but add +2 B2B. 0-combo non-Spin Singles always send 1 line[QP note 1], except in Expert Mode or any reversed mod.

Garbage messiness is modified from change-on-attack. Each individual line has a certain chance to change columns, known as garbage messiness. Between separate attacks, this chance is multiplied by 2.5x. This means that garbage is not specifically tied to the queue.

When receiving garbage, the lines will wait in queue before becoming active. It first appears a transparent yellow, then transparent red, then opaque red once active. Placing a piece before the lines are active will not cause garbage to enter. Garbage becomes active faster per floor and if the Expert Mode mod is enabled.

Floors

Zenith Tower, the stage of Quick Play, is divided into ten floors by altitude. Reaching a new floor for the first time, other than floors 1 and 10, unlocks a new mod.

Floor Name Height range(m)
1 Hall of Beginnings 0–50
2 The Hotel 0–150
3 The Casino 150–300
4 The Arena 300–450
5 The Museum 450–650
6 Abandoned Offices 650–850
7 The Laboratory 850–1100
8 The Core 1100–1350
9 Corruption 1350–1650
10 Platform of the Gods 1650 and above[QP note 2]

Climbing

The Climb Speed bar at rank 8.

Players climb the Zenith Tower by sending lines and eliminating other players.

Climb Speed is ranked up by sending and cancelling lines, indicated by a progress bar and growing shapes under the board. You start at Climb Speed 1, and there is no upper limit. You climb at +0.25m/s, starting at 0.25m/s, per Climb Speed rank passively.

Sending, but not cancelling lines, will gain bonus altitude, shown as a flashing +NUMBER above your username. Each line sent immediately boosts you by 1 second of your Climb Speed. KOs count as 15 lines, but do not contribute to Climb Speed progress.

Climb Speed decays over time and decays faster at higher ranks. When you gain a rank, this decay will pause for 5 seconds. However, each time you lose and regain the same rank, this shortens by 1 second (down to 1 second). This can be reset back to 5 seconds by reaching 50% to the next rank.

In Expert Mode, Climb Speed decays faster, and cancelling lines does not contribute to Climb Speed progress.

In Duo, both players contribute to the same Climb Speed and altitude, but contribute half as much each.

HYPERSPEED

The HYPERSPEED text.
The HYPERSPEED speedrun overlay with time splits.

When you reach a certain Climb Speed rank specific to each floor before reaching floor 6, you enter HYPERSPEED. You must reach a rank of 8 on floors 1 or 2, rank 9 on floors 3 or 4, or rank 10 on floor 5. You cannot enter HYPERSPEED after floor 6. HYPERSPEED ends when you reach floor 10 or fall below Climb Speed rank 7. As of Beta 1.6.1, entering HYPERSPEED is only possible when no modifiers are enabled. Previously, HYPERSPEED was available with every modifier except Duo or any reversed mod.

In HYPERSPEED, a speedrun overlay shows up with the player's progress, the time the player completed each floor, and their best times. The player will also have a glowing rainbow overlay in the leaderboard. Otherwise, HYPERSPEED is mostly cosmetic and does not directly affect climbing.

Fatigue

To prevent runs from going on forever, the player receives a debuff every minute starting from 8 minutes up to 12 minutes.[QP note 3] These debuffs stack and last until the player tops out. The board darkens before each Fatigue debuff to warn the player.

Time Debuff Message
8:00 +2 permanent lines FATIGUE SETS IN...
9:00 Receive 25% more garbage YOUR BODY GROWS WEAK...
10:00 +3 permanent lines (total 5) ALL SENSES BLUR TOGETHER...
11:00 Receive 25% more garbage (total +50%) YOUR CONSCIOUSNESS FADES...
12:00 +5 permanent lines (total 10) THIS IS THE END.

Additionally, at 3, 5, and 7 minutes, your chance of being targeted increases. No message appears for this effect however.

Attacking

Attacking players in Quick Play is done by sending lines. If an attack causes a player to top out, a KO is attributed to that player's attack. When sending an attack of over 4 lines, it will be split up into separate attacks of up to 4 lines each. Garbage is multiplied the higher up an attack travels, known as "height multiplier".

You cannot change targeting modes or manually target players in Quick Play. Instead, all players have a hidden "Targeting Factor" value that determines how likely they are to be targeted. Targeting Factor increases over time during a run and is affected by some mods. Targeting Factor decreases temporarily when receiving garbage, known as "Targeting Grace".[QP note 4] Players also generally target others on the same floor.

Windup

The Windup alert.

Windup is a mechanic that triggers when any individual received attack contains 8 or more garbage lines. When this happens, an alert will appear, and the attack will be split up into portions of 4 lines. It can only be split up to 4 times; the last portion will contain all leftover lines. For example, an attack of 9 would become 4+4+1, and an attack of 21 would become 4+4+4+9.

When a Windup appears, it takes 1 second for the attack to start coming in, and 0.5 seconds between each split portion. Only one Windup can happen at a time; further attacks are queued until the Windup ends.[QP note 5]

When using the Volatile Garbage mod, Windup is triggered before garbage is doubled. This means that an attack of 15 would enter normally, and an attack of 16 would trigger Windup.

Mods

Quick Play features a total of 9 mods that can be enabled before starting a run. 8 of them are unlocked by reaching a certain floor, while the Duo mod requires one player to be a TETR.IO Supporter. Each unlockable mod makes gameplay more difficult, though some also have a potential upside. You cannot unlock mods or get the Zenith Explorer achievement in a Duo.

Mod name Effect Unlock condition
No Hold Disables the ability to hold pieces. Floor 2
Messier Garbage Garbage is significantly messier. Floor 3
Gravity Gravity increases and lock delay decreases per floor. Floor 4
Volatile Garbage Receive and cancel double the normal amount of garbage. Floor 5
Double Hole Garbage Garbage may sometimes spawn with two holes. Floor 6
Invisible Non-garbage blocks become invisible and are shown briefly every 5 seconds. Floor 7
All-Spin Spins with non-T pieces are considered full Spins instead of Mini-Spins.
Performing the same clear or Spin twice in a row spawns a Wound line.
Action text persists after performing an action.
Floor 8
Expert Mode Lowered garbage delay.
All garbage lines enter at once instead of rolling in one by one.
0-combo Singles no longer send any lines.
Cancelling garbage does not contribute to climb speed.
Chance of being targeted increases.
Garbage is messier.
Floor 9
Duo Allows two players to play as a single team.
If one tops out, the other can revive them by completing up to 3 random tasks.
One player must be a Supporter
Wound lines
Wound lines on a player's board.

Wound lines are a type of unclearable garbage that spawn when a player performs the same clear or action twice or more in a row with the All-Spin mod enabled. Wound lines consist of blocks that shift colors and display a number indicating how many clears one must perform before they turn into regular garbage. The number of clears required increases with each floor. Wound lines are unaffected by the Volatile Garbage and Double Hole Garbage mods. All Clears can still be achieved even if Wound lines are present.

Reviving
A Duo partner awaiting revival.

When one player in a Duo tops out, the run isn't over yet. To revive their partner, the surviving player must complete 1-3 revive tasks. This will clear their board and allow them to keep playing. These revive tasks are grouped into tiers ranging from F to A tier:

Tier Task Notes
F Perform a 3-Combo
F Clear 2 Doubles
F Clear a Quad
F Clear 6 Lines
F Clear a Single using an O-Piece
F Clear a Double using an O-Piece
F Clear a Double using an S or Z-Piece
F Clear a Triple using an L or J-Piece
F Clear 3 lines while holding an I-Piece Does not appear with No Hold.
F Use Hold 8 times Does not appear with No Hold.
F Rotate 20 times
F Clear 2 Singles in a row
E Perform any Spin The Spin does not require clearing lines.
E Clear a T-Spin Single
E Clear a T-Spin Double
E Clear an S/Z-Spin
E Clear an L/J-Spin
E Perform a 5-Combo
E Clear 2 Lines using horizontal I-Pieces
E Place 20 pieces
E Send 6 Attack Cancelling is allowed.
E Place 2 O-Pieces in a row
E Place 12 pieces while only rotating counterclockwise
E Clear 6 Singles without starting a combo
D Clear 4 Doubles
D Place 3 pieces in a row without moving or rotating Holding is allowed.
D Place 14 pieces in a row without clearing any lines
D Clear 2 Doubles using S or Z-Pieces
D Clear 2 Triples using L or J-Pieces
D Clear an I-Spin
D Clear a Quad in the upper half of the board
D Rotate 80 times
D Clear a Quad while on a 2+-Combo
D Clear 2 Singles in a row using S or Z-Pieces
D Perform a 3-Combo without using Hold
D Perform 3 Spins that don't clear any lines
D Perform 2 S/Z/L/J-Spins
C Clear a T-Spin Triple
C Place 25 pieces in a row without using Hold Does not appear with No Hold.
C Clear 3 Triples
C Reach B2B x4
C Clear a Quad in 2 different columns
C Use Hold on 12 pieces in a row Does not appear with No Hold.
C Place 10 pieces without releasing Soft Drop
C Have part of your stack in the top 3 rows for 3 seconds
C Clear 10 Lines without clearing with T or I-pieces
C Clear an S/Z-Spin Triple
C Clear 2 Doubles consecutively using two O-Pieces
C Clear 4 T-Spin Minis
C Send 14 Attack Cancelling is allowed.
C Clear 3 Doubles with the same type of piece Clearing a Double with another piece resets the task; other Clear types are allowed.
C Clear Garbage using a L/J-Spin
C Clear Garbage using a S/Z-Spin
C Place 3 O-Pieces in column 1
C Clear 2 Spins in one combo
C Clear a Single with an I-Piece without moving or rotating
C Place 6 Pieces without releasing DAS
B Clear 6 Lines using O-Pieces
B Clear Spin-Clears with 3 different pieces
B Clear 4 Quads
B Place 5 pieces in a row without moving or rotating Holding is allowed.
B Clear an L/J-Spin Triple
B Clear 2 Quads in a row
B Clear 8 Singles without doing other clears or using Hold
B Have no Garbage Lines on your board for 4 seconds Does not appear in reversed Duo.
B Rotate 300 times
B Don't cancel any garbage for 8 seconds
B Clear a T-Spin Double with the Piece pointing up
B Clear a Double with an O-Piece without moving or rotating
B Place 3 T-Pieces without rotating any
B Clear a T-Spin Double while on a 2+-Combo
A Perform a 7-Combo
A Clear an I-Spin Double
A Clear two S/Z-Spin Doubles consecutively
A Clear two L/J-Spin Doubles consecutively
A Perform a Color Clear Performed by clearing all non-garbage minos.
A Clear 40 Lines
A Clear 4 Spins in one Combo
A Clear a T-Spin Double/Triple centered in column 1 or 10 Requires a floating overhang.

Using the formula , the task tiers are chosen using this table:

Difficulty Tasks
1 F×1
2 F×2
3 F×3
4 F×2 E×1
5 F×1 E×2
6 E×3
7 E×2 D×1
8 E×1 D×2
9 D×3
10 D×2 C×1
11 D×1 C×2
12 C×3
13 C×2 B×1
14 C×1 B×2
15 B×3
16 B×2[QP note 6]
≥17 A B A

For 'difficulty' scores under 17, the tiers of each task are ordered randomly. Otherwise, for scores 17 and above, the tiers are always ordered A-B-A as of Beta v1.6.0.

Reversed mods

Reversed mods were added in Beta 1.5.0[11] on January 18, 2025. Each mod (except for Duo) has a reversed version that is significantly harder, but cannot be combined with other mods. To unlock a reversed mod, you must climb a total of 30,000m with its base version. Enabling multiple mods will gain progress for them at the same time. You cannot gain any progress in a Duo.

Mod name Base version Effect Description
Asceticism No Hold Hold piece is disabled.
1 piece preview.
No ghost piece.
Spins are downgraded to Mini-Spins.
Random piece generation.
Garbage holes are 2-wide.
A detachment from even that which is moderate.
Loaded Dice Messier Garbage Garbage is significantly messier.
1.15 seconds of line clear delay is added.
You start with a fixed pattern of 6 circles on your board.
In a rigged game, your mind is the only fair advantage.
Freefall Gravity Gravity starts at 20G.
Lock delay decreases per floor.
In retrospect, the ground you stood on never existed in the first place.
Last Stand Volatile Garbage Playfield is 14 blocks tall.
Receive 3x garbage, but garbage is cleaner.
The next two garbage hole positions are indicated.
Strength isn't necessary for those with nothing to lose.
Damnation Double Hole Garbage Start with 12 rows of checkerboard garbage.
Garbage lines have 6-7 holes.
Receive half as much garbage.
Garbage cannot be cancelled.
No more second chances.
The Exile Invisible Pieces become invisible permanently.
Only the top 3 rows of garbage are visible.
Start with 3 separate lines of garbage.
Never underestimate blind faith.
Warlock All-Spin In addition to base effects:
Penalties become 20 wound lines.
Every non-Spin line clear counts as a Single.
Start with 10 separate lines of garbage.
Garbage is messier.
Into realms beyond heaven and earth.
The Tyrant Expert Mode In addition to base effects:
Climb Speed no longer gains altitude over time.
KOs grant 8 instead of 15 base altitude.[QP note 7]
You lose altitude at an increasing speed per floor.
Fatigue has stronger and additional debuffs.
Chance of being targeted increases.
Receive more garbage the longer you spend in one floor.
Fear, oppression, and limitless ambition.
..........
.GGG..GGG.
.G.G..G.G.
.GGG..GGG.
..........
.GGG..GGG.
.G.G..G.G.
.GGG..GGG.
..........
.GGG..GGG.
.G.G..G.G.
.GGG..GGG.
..........
The starting board for Loaded Dice.
..........
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
.Z.Z.Z.Z.Z
Z.Z.Z.Z.Z.
The starting board for Damnation.
Example of garbage in Damnation.

The Tyrant uses a different set of Fatigue effects, which are as follows:

Time Debuff Message
6:00 Garbage received becomes messier YOUR POWER SLIPS…
7:00 Receive 25% more garbage WHISPERS OF DISCONTENT SPREAD…
8:00 +3 permanent lines PROTESTERS LINE THE STREETS…
9:00 Receive 25% more garbage (total +50%) YOUR CLOSEST ALLIES DEFECT…
10:00 +5 permanent lines (total 8) PARANOIA CLOUDS YOUR JUDGEMENT…
11:00 Garbage becomes even messier THE REVOLUTION HAS BEGUN…
12:00 +12 permanent lines (total 20)[QP note 8] THE END OF AN ERA.

Development

Quick Play went through a number of concepts before coming to its current gameplay.[12]

The first concept closely resembled old Quick Play, being more of an improvement than a new gamemode. Players were split evenly between 5 arenas which acted as separate FFA rooms. After an arena's round ended, players would move to the next or previous room depending on their final ranking. These rounds would last around 2 minutes, cutting down on the old Quick Play's waiting times. However, it wasn't enough of an improvement for an entirely new system.

The second concept was a continuous free-for-all where players could freely drop in or out. The tower was split into 8 floors where getting a KO moved you up and topping out moved you down. This was also where the Fatigue mechanic originated, preventing players from staying on the same floor too long. The issue was that building a system off KOs was too random, and a player's ability to survive increased exponentially with their skill, making it hard to balance around.

Notes

  1. This was done to prevent players from receiving garbage without sending any themselves, which could negatively affect Quick Play's balance.
  2. The height of floor 10 is internally set to "1 / 0", which equals infinity.
  3. There are no further debuffs past 12 minutes, meaning a run can last effectively forever. A few players have attempted such runs which have reached over 30 minutes.
  4. In rare cases, players could send so much garbage that everyone hit a cap and their Targeting Factor hit 0. This would cause any player starting a run to be targeted by everyone in the entire lobby until they were capped out too. This issue was remedied in a hotfix following Beta 1.5.0.
  5. At very high (6000m+) altitudes, players can receive so many large attacks that they get non-stop Windups queued up faster than they can activate.
  6. This tier only having 2 tasks may be an oversight.
  7. "Base altitude" refers to the altitude gain at Climb Speed rank 4 or its equivalent worth in amount of lines sent.
  8. Because 20 lines is the height of the board, it is almost impossible to survive further without stalling.

Royale

Royale, formerly known as Quick Play, is another free-for-all room in TETR.IO, which, since Alpha 6.4.0, uses the ROYALE game mode with a dynamic garbage queue depending on the number of remaining players.[13] Prior to this version, the standard versus format was used, with fixed, less forgiving garbage mechanics.

Tetra League

An illustration of the Season 1 Tetra League mechanics. Currently outdated as of August 2024.

Tetra League is the ranked mode in TETR.IO. Each game of Tetra League is a 1v1 match where both players play matches until a certain number of wins. This number is 3 for ranks A+ and below, 5 for ranks SS and below, and 7 for ranks U and above, based off the higher of the two player's ranks.

The player has a TR (Tetra Rating) value, which is based on Glicko-2. TR increases for each match won and decreases for each match lost- individual rounds do not count. When playing this mode for the first time, the player must play at least 10 matches, referred to as "rating games", to display their TR.

A letter rank is assigned to all players with less than 100 RD (Rating Deviation) based on their percentile on the leaderboards. RD decreases to a lower limit of 58 RD when playing Tetra League regularly, and increases at a flat rate of 1 RD per day after one week of inactivity up to a maximum of 350 RD.

As of its public release, players must be registered and be at least level 10 to enter. Anonymous players cannot play this mode. When the mode was first released, only INFDEV testers and supporters were eligible for the mode.

Solo

The game also includes solo modes, two of which have leaderboards: 40 Lines and Blitz.

For all modes except Zen, Stride Mode can be activated. This option speeds up the countdown by changing it from "3-2-1-GO!" to "READY-SET-GO!", allows the retry key to be tapped instead of held, reduces the time to exit the solo game by holding the forfeit key, speeds up all animations at the start and end of games, and prevents the first piece from being either S, Z, or O except in Custom Games.

All solo modes have a scoring table similar to the ones in guideline games, shown here:

Line Clear/Action Points Scored
Single 100
Double 300
Triple 500
Quad 800
Spin Zero 400
Spin Single 800
Spin Double 1200
Spin Triple 1600
Spin Quad 2600
Mini Spin Zero 100
Mini Spin Single 200
Mini Spin Double 400
Mini Spin Triple 800
Mini Spin Quad 1600
All Clear 3500
Back to Back "difficult" line clears (where is the point value of the line clear)
Combos (where correlates to the current combo value)

All point values are multiplied by your current level, except for Zen mode.

In addition to this table, simply dropping a piece will award a flat number of points not affected by level:

Action Taken Points Scored
Hard Drop 2 per cell dropped
Soft Drop 1 per cell dropped

40 Lines

In 40 Lines, the objective is simply to clear 40 lines as fast as possible. Due to the lack of ARE and a 0 ARR handling option, the only limit to your speed is how fast you can stack.

Pro mode can be enabled, which displays an input counter on the left, a finesse counter on the right, and number of lines left at the top of the board.

Blitz

Blitz is similar to Ultra, requiring the player to score as many points as possible within two minutes. Unlike Ultra, a level system similar to Marathon with an increasing line goal for each level is added:

Level Lines required to level up Total lines cleared Gravity (seconds per row) Gravity (G)
1 3 3 1.0 0.0167
2 5 8 0.643 0.0259
3 7 15 0.404 0.0412
4 9 24 0.249 0.0670
5 11 35 0.150 0.111
6 13 48 0.0880 0.189
7 15 63 0.0505 0.330
8 17 80 0.0283 0.588
9 19 99 0.0155 1.08
10 21 120 0.00827 2.01
11 24 144 0.00431 3.87
12 26 170 0.00219 7.62
13 28 198 0.00108 15.4
14 30 228 0.00052 20
15 32 260 0.00024 20

Higher levels are possible, but omitted for brevity. This leveling system can be replicated in custom solo games with the "Leveling Speed" option set to 0.42 and "Base Gravity" set to 0.65.

Unlike most other modes, Blitz still does not award All-Spins and therefore only regular three corner detection T-Spins count for extra scoring.

Pro Mode can be enabled, which displays a finesse counter on the left, and the time left at the top of board.

Zen

Zen is an endless mode with no game overs and a special level system, inspired by the mode of the same name from the Bejeweled series, starting with Bejeweled 2, where it was named Endless. You can change various settings from a menu by hovering over the right side of the window. Zen can be played while waiting for the next match in Custom Rooms or in the Tetra League queue.

You gain a static 100 XP per minute while in Zen mode. This caps at 3000 XP per session if you are idle for the majority of the time, meaning that you will need to exit and re-enter Zen after 30 minutes to continue earning XP.

Custom

Players can create their own solo mode and adjust settings such as objective, gravity and garbage. By default, the options match that of a fixed-goal Marathon mode from other Tetris games.

Achievements

Stacker achievement at diamond tier.

In Beta 1.0.0, achievements were introduced. Achievements can be viewed in TETRA CHANNEL in-game, as well as user pages. Players may also choose to feature up to 3 of their achievements on their profile.

There are 5 tiers for each achievement- bronze, silver, gold, platinum, and diamond. Some achievements do not have a bronze or silver tier due to being especially difficult. Tiers can either be determined by percentile or a set threshold.

Achievements contribute to the player's total AR (Achievement Rating), contributing more with each tier. Total AR has its own leaderboard on Tetra Channel. Achievements marked as Unranked will not contribute to the player's AR. Most of these are marked as such due to requiring TETR.IO Supporter or being part of a limited time event.

All achievements except for Secret Grade have their own leaderboards. Viewing an achievement in TETRA CHANNEL displays your leaderboard position and percentage. Achievements marked as "competitive" grant extra AR to players in the top 100 leaderboard, depending on placement. In rare cases, it is possible to gain this extra AR without actually having the achievement.

An achievement may be marked as "hidden", meaning it will only appear to players once they trigger a certain related goal. All Quick Play mod-related achievements are hidden until their required mods have been unlocked.

Badges

Main article: TETR.IO/Badges

Badges are given to registered TETR.IO users to immortalize special accomplishments on their profile. Badges are typically rewarded for placing highly in organized tournaments and events, for especially difficult and rare feats in game, or as rewards in exceptional circumstances.

Some badges, such as Secret Grade, 20TSD, and 10PC have been superceded by achievements as of Beta 1.0.0, and as such are no longer obtainable.

Rotation System

180 Kicks

A diagram of TETR.IO's 180 kicks, as posted, and pinned, by osk on the official TETR.IO discord server in the "#tetrio" channel.

From 0.6.0-pre0[14], TETR.IO made its first modification to the guideline kick table, adding a custom 180 kick table. This table is relatively resilient to abusable spins, however there is plenty of room for handy L and J tucks with this system.

..........
......GGGG
GGGG..GGGG
GGGGG..GGG
In a situation shown to the left, limited to guideline clockwise and counterclockwise spins, the only "clean" downstack would be building up a wall on the left side of the field and spinning a Z in.
Like so:
..OO......
..OO..GGGG
GGGG..GGGG
GGGGG..GGG
..OO.Z....
..OOZZGGGG
GGGGZ.GGGG
GGGGG..GGG
..OO......
..OO..GGGG
GGGGZZGGGG
GGGGGZZGGG
..........
....LLGGGG
GGGG.LGGGG
GGGGGL.GGG
However, if you have a 180 key bound and a L tetromino in the playfield, simply soft drop,
..........
.....LGGGG
GGGG.LGGGG
GGGGGLLGGG
and 180!

SRS-X

TETR.IO also includes a separate kick table known as "SRS-X" that can only be enabled by the host of a multiplayer room or in a solo Custom game as it is not the default kick table. SRS-X is known for its "more powerful 180 spins" such as the ones seen in NullpoMino or the Heboris Unofficial Expansion. All other kicks are the same as in SRS.[15]

SRS+

A very simple graphic detailing TETR.IO's SRS+'s symmetric attributes, as posted, and pinned, by osk on the official TETR.IO discord server in the "#tetrio" channel.

As of Alpha 5.0.0[16], TETR.IO uses a modified version of SRS as the default option, in which the I wall kicks are symmetrical along the y-axis, similarly to TGM3; however, the left-side kick tables are mirrored instead of the right side. This allows certain situations that are impossible in regular SRS to be made effectively.

..........
----......
.GG.GGGGGG
.GG.GGGGGG
IGGGGGGGGG
IGGGGGGGGG
IGGGGGGGGG
IGGGGGGGGG
As in Guideline SRS, the shown placement can be achieved by rotating clockwise.
..........
......----
GGGGGG.GG.
GGGGGG.GG.
GGGGGGGGGI
GGGGGGGGGI
GGGGGGGGGI
GGGGGGGGGI
In the symmetric position, this can now be achieved by rotating clockwise or counter-clockwise.

Tetra Channel

The in-game Tetra Channel contains leaderboards with replays for 40 Lines and Blitz, weekly leaderboards with temporary replays for Quick Play and Expert Quick Play, and your last submitted solo, Tetra League or Quick Play replays in the "ME" section. The Players screen lists the top players sorted by their league rating, achievement rating or by the total amount of experience points (XP) accumulated throughout the game. Leaderboards are also capped at the hundredth player.

In addition to the features above, it also shows players who are currently streaming with the TETR.IO category on Twitch. The Tetra News section displays achievements done by players, such as reaching the top ten in either solo mode with a leaderboard, or winning one of TETR.IO's many partnered tourneys. There is also a simple "search bar" at the top of the Tetra Channel, where you can input specific replay IDs or URLs to access them, as well as access specific player cards with a username or User ID.

Standalone Site

In the 5.0.0 update[17], a standalone Tetra Channel site was released. This site holds most of the same things the in-game Tetra Channel does, with the added benefit of more detailed userpages, extended leaderboards, free access to anyone without an anonymous or registered account, and more detailed server statistics. Specifically, solo leaderboards are extended from the top 100 scores to every user's personal best, the Tetra League leaderboards are extended to every ranked player, and the XP leaderboards are extended to every player above level 100. Furthermore, all "player leaderboards" can filtered by specific countries.

A similar "search bar" to the one found in the in-game Tetra Channel is present in all pages on the site. This search bar takes the user to the requested user page when an exact username and User IDs is entered. A user page is far more detailed than its in-game player card counterpart, and includes extensive information about the user's 40 Lines, Blitz and Quick Play records, links to their top replays in all solo modes, their most recently submitted replays in the last 7 days (30 if they are a Supporter), Tetra League statistics and all match records, and finally a simple Zen mode counter for the user's score and level.

An extended "Tetra News" section is included with this site as well. At the very bottom lies a button labeled "VIEW ALL", which takes you to a dedicated Tetra News section of the site. Here, a news ticket is created whenever any registered user gets a new personal best, reaches a new top rank for that season or achieves one of TETR.IO's badges. This page only displays the last 100 news events, and updates on its own whenever a news event occurs. These news events are known as "Local News" and will display on the newsholder's user page even after it expires from the global news.

Supporter

Supporter is a paid subscription for TETR.IO, being a way to support development as the name suggests. It provides a number of benefits, including being able to play with the Duo mod in Quick Play, further customisation, exclusive chat emotes, increased friends limit, and disabled ads. It can be bought in bulk for a discount or gifted to any number of other players.

Since Alpha 6.0.1, players can gain TETR.IO Supporter tiers by hitting lifetime contribution goals. Starting with Tier 1, Tier 2 (★) is achieved after contributions reach €20, Tier 3 (★★) after €80 and Tier 4 (★★★) after €250. These tiers are purely cosmetic, causing the player's name to appear in a brighter shade of orange in chat and adding a star to their profile.

This image shows the various role colors in TETR.IO.

Reception

Promotional material created by osk for display on the @tetriogame Twitter account, to celebrate the latest New Year's Day.[18]

You can always fetch a list of various real-time stats from the Tetra Channel's main page, including, but not limited to: the exact amount of registered players split up into three categories, global time spent playing TETR.IO across all games, how many of those games have been played and completed, and miscellaneous stats such as pieces placed and how many keypresses total.

On the 3rd of November, 2020, TETR.IO reached the milestone of half a million players. This milestone was celebrated with a "triple XP week" which, as the name sort of implies, tripled the XP players gained for the time the celebration ran[19].

TETR.IO hit a total of one million players on the 9th of February, 2021[20]. This milestone was celebrated by, once again, temporarily multiplying the XP amounts players gained for the week of the celebration. This time, XP would be quintupled for the first day, then tripled for the rest of the week[21].

Later on, TETR.IO would reach a total of two million users on the 31st of May, 2021[22]. As well as the same XP multiplication as last time, 500% for one day, then 300% for the rest of the week, users would also be treated to a 25% off discount on TETR.IO Supporter for the entire week. This discount stacked with the regular discounts for buying gifts, or buying in bulk.

Continuing the streak, TETR.IO would celebrate the 3 million player mark on the 17th of September, 2021[23]. This time around, the XP multiplication hit 300%, and TETR.IO Supporter was 30% off instead of 25%. These discounts and boosts would expire just 3 days later, this time around.

And, more recently, TETR.IO's playerbase would make the mark of 4 million players on the 8th of December, 2021[24]. Staying true to form from the previous milestone, players were treated to 400% XP generation, as well as a 25% TETR.IO Supporter discount for only one day.

Professional Concerns: The Removal of Passthrough

Results of the completed passthrough.osk.sh survey, as posted on the TETR.IO Discord server

Many players in the community hold a very low opinion on TETR.IO's Passthrough and, to a lesser degree, Multiplier mechanics. Previously, these mechanics would complement each other in creating unfair situations for both players; so much so that a large community-led discussion regarding the removal of Passthrough was held due to its prevalence in deciding ranked games. Concepts regarding Passthrough removal were always tossed about with nearly any server related to TETR.IO. However, the discussion which led to the official removal of Passthrough began in an official capacity on the 28th of September, 2021, in a Discord thread in the official TETR.IO server. Players were informed of and instructed to leave feedback for a new, experimental toggle for passthrough through the #news channel and in-game patch notes alongside the 6.1.0 update.[25] Thanks to this official push for opinions, the "Passthrough Removal" thread quickly became the second most active in TETR.IO's thread list, leading only behind the Official Character System Thread.

“Please only vote if you've actually played w/ passthrough disabled. I won't be looking so much at the raw vote counts, but rather at the reasons given. Please be sure to fill them out. Thank you for voting!”
osk "#news". TETR.IO Discord server. October 17, 2021. Retrieved .

While discussion in the thread progressed semi-smoothly, it was necessary to attain an overview of players for and against the change. To solve this issue, osk would set up a site known as https://passthrough.osk.sh/. During the submission period, members were asked to fill out 3 fields[26].

  1. Are you for or against the removal of passthrough?
  2. What is your TR? (if any)
  3. "Please explain in detail why you have voted to keep/remove passthrough. This is the most important field!"

These questions would be answered by the community, amounting to a total of 649 entries after duplicate or spam entries were filtered out. Of those entries, 243 users voted to keep Passthrough, and 406 users voted to remove it.

“After reading all 649 responses, I've decided to remove passthrough from TETRA LEAGUE and QUICK PLAY, and disable it by default in all custom games.
The main reasoning here being that passthrough generally makes defending harder in an already high-damage game, and most importantly, is far too unpredictable (even pure RNG would be more predictable).”
osk "#news". TETR.IO Discord server. October 17, 2021. Retrieved .

Although Passthrough was removed, it was still possible to some extent after the update due to networking delays.[25] 6.3.3 completely rectified this phenomenon, dubbed "lagthrough" by the community, with a feature known as Zero Passthrough.[27]

Seasonal events

Main article: TETR.IO/Seasonal Events

TETR.IO holds events for various festivities, usually changing gameplay or visuals.

Staff

TETR.IO staff members are users responsible for moderation and general upkeep of the game and its community. Their main responsibilities include reviewing reports, answering support tickets, and moderating the Discord server.

Staff members have access to the admin panel, which is the main interface for moderation actions. They also (in most cases) have access to the support ticket system, a role in the TETR.IO Discord server which grants them moderation permissions, and access to staff-only Discord channels.

Staff Roles

This image shows the various role colors in TETR.IO.

TETR.IO has four distinct staff roles with varying levels of access and responsibility.[28] Staff roles automatically have access to most Supporter and Verified perks, access to a number of exclusive emotes, and the ability to take host of any in-game lobby.

Community Moderator

The community moderator role was introduced in May 2023. As the entry level staff role on TETR.IO, community moderators handle chat moderation and less involved administrative tasks. Community moderators have a blue name in chat.

Global Moderator

Global moderators are established TETR.IO staff members with extended responsibilities. Global moderators have the authority to handle all types of rule violations, and have a light pink name in chat.

Administrator

The administrator role is functionally similar to the moderator role, with extended permissions to perform certain bureaucratic tasks. Administrators have a hot pink name in chat.

Sysop

Users with the sysop role have full administrative control over TETR.IO. Notably, sysops are the only users with the power to promote new staff members or deploy code changes. This role is exclusively reserved for TETR.IO founder osk, who has a green name in chat.

Staff Members

Staff Member[1] Role Title[note 3] Appointment[note 4]
osk Sysop osk / TETR.IO Founder (Lead Producer) Launch - Present
Dimentio Administrator TETR.IO Programmer & Administrator August 2021 - Present
Dr Ocelot Administrator TETR.IO Audio & Music Designer, Programmer & Administrator June 2022 - Present
Garbo Administrator [note 5] TETR.IO Game Designer November 2020 - Present
Matthew Administrator TETR.IO Administrator Launch - Present
ZaptorZap Administrator TETR.IO Administrator May 2021 - Present
Zudo Administrator TETR.IO Administrator August 2021 - Present
flash Global Moderator TETR.IO Assisting Programmer & Global Moderator Launch - Present
alcazar Global Moderator TETR.IO Global Moderator Launch - Present
deep4amthoughts Global Moderator TETR.IO Global Moderator May 2021 - Present
flowerpetal Global Moderator TETR.IO Global Moderator May 2023 - Present
gebruikersnaam Global Moderator TETR.IO Global Moderator Launch - Present
thugginator Global Moderator TETR.IO Global Moderator Launch - Present
sketchedpurple Global Moderator TETR.IO Global Moderator May 2023 - Present
Blink Community Moderator TETR.IO Community Moderator May 2023 - Present
nook Global Moderator (former) TETR.IO Alumni Launch - June 2022

Development

TETR.IO began its life in the INDEV stage on the 19th of February, 2019[29]. This phase would have extremely closed testing, limited to only osk and his personal friends. Less than a year later, TETR.IO would enter the INFDEV stage on January 31, 2020, when access to the game was opened for testers on a per request basis. During the Infdev release, players were required to represent their IP address to osk via Discord DMs or E-Mails in order to test this version[30]. A month and a half later, the game entered the public Alpha stage on March 22, 2020. This time, all players are free to create/log in to their accounts and play the game[31].

On May 22, 2020, a desktop client of TETR.IO was released[32]. Aside from being able to open the game without a web browser, this version also touts increased performance, alongside Discord "Rich Presence" integration and more granular control over VSync.

Trivia

A quick graphic detailing all of the level tags available in TETR.IO.
  • A player's "level badge" evolves into different shapes and colors every ten levels, starting from level 1.
    • The tetris bot ZZZTOJ hit the level 5000 on October 6, 2023, though there are no visible stats to verify the gold badge.[33]
    • Player STQRM reached level 5000 on October 31, 2024, becoming the first non-bot user to reach level 5000.
  • If the "First To" value is higher than 2 in any given multiplayer Battle Royale with less than eight players, the scoreboard at the top of the screen will match the colors of the seven Tetrominos, displaying each player and their current amount of wins.
  • If the user uses the command "/kagari" in room chat, they will be greeted with a system message, only the user invoking the command can see, which contains "CMD: :kagari:". The same goes for the command "/maho", but with the system message saying "CMD: :maho:" instead.
  • The "WASD" control scheme, one of three choices in the controls config, is a direct mirror of osk's personal controls; the same controls he thought up on the spot in Tetris Friends since he didn't quite like the default controls.
  • Some aspects of TETR.IO's UI design are loosely based off the Bejeweled series. An example of this inspiration involves the Zen mode level up animation, which takes inspiration comes from Bejeweled 2 and Bejeweled 3's similarly named Zen mode. You can even draw comparisons down to the color schemes of the Solo mode selection screen to Bejeweled Twist; a game that also has a red "Blitz", turquoise "Zen", and yellow "Challenge" and "Classic" buttons.
An example of concurrent attacks.
An example of concurrent attacks.
  • The damage number pop-ups that appear when sending or blocking lines resemble the ones from the video game Persona 5, developed by Atlus' P-Studio. Similarly, when chaining multiple line attacks in a row within a short time between attacks, the damage number will increase and become bigger in size. The stronger the line attacks, the bigger the damage number becomes.
    • Previously, the damage numbers were yellow when sending lines, and only displayed each attack's lines sent separately. A yellow spike counter on the left side of the board would also appear when sending 10 or more lines in a short time. As of Alpha 6.1.0, as part of the preparations for the upcoming Character System, the spike counter was removed in favor of the new damage number that fulfills a similar role.
  • It is theoretically possible to clear more than four lines with one piece. This can be done by creating a custom board layout with rows already filled, as line clears are only processed after a piece is dropped. At first, this would simply softlock the game as it tried to find undefined action text. However, starting with Alpha 4.1.0 released on 16th of July, 2020[34], that issue was removed by adding in the following action text for when players clear more than four lines:
Lines cleared Action text
5 PENTA
6 HEXA
7 HEPTA
8 OCTA
9 ENNEA
10 DECA
11 HENDECA
12 DODECA
13 TRIADECA
14 TESSARADECA
15 PENTEDECA
16 HEXADECA
17 HEPTADECA
18 OCTADECA
19 ENNEADECA
20 EICOSA
21+ KAGARIS
  • Despite these normally impossible actions being recognized through action text, these line clears do not send any lines[note 6] or count for any score. (If you end up testing this yourself, ensure there are no all clear bonuses in play.)
    • In April Fools' 2024, Bombs-style garbage was introduced, allowing you to clear more than four lines in intended gameplay. Bombs-style garbage has since been added as a permanent setting in Custom Rooms.
  • An easter egg exists in the social panel. If you use the search bar to attempt to find someone not in your friends list, you get the message "Couldn't find anyone like that." in place of search results. If you then search for "anyone like that", you will get a different message. This loop continues for quite a bit:
Search query Ingame response
anyone like that Couldn't find anyone with that name.
anyone with that name Couldn't find that person.
that person Couldn't find the specified user.
the specified user Couldn't find anyone in your friends list with that name.
anyone in your friends list with that name Couldn't find who you are looking for.
who you are looking for Couldn't find any user in your friends list who matches the specified search term.
any user in your friends list who matches the specified search term ...
    • At this point, the error icon will switch from an innocent depiction of Kagari to a more judgemental one.
A quick chart showing the various numerals used in Zen mode.
  • Zen levels are accompanied by small symbols in most places. These symbols resolve into custom, expanded roman numerals.
    • When the highest symbol is reached, the sixth 500,000 and onward simply repeats the symbol, breaking the standard. This is unlikely to occur anytime soon, however, as the user BLB attributed with the most Zen levels has yet to break even 20,000.
  • Upon loading the game, TETR.IO runs a fully custom benchmark based on the type of rendering WebGL expects from your computer. The results of this test, known as the Feecof test, are then used to preselect a graphics preset according to the following chart:
Feecof score Graphics preset
Under 300,000 LOW
Above 300,000 and below 600,000 MEDIUM
Above 600,000 HIGH
ABOVE 1,000,000 and with TETR.IO Desktop ULTRA
  • Since TETR.IO's conception, there have been several competitions for increasingly long activities. Here's where those records stand as of the 9th of June, 2022:
    • The longest TETR.IO 40 LINES run currently stands at 2 hours and 40 minutes. It was run by user agar02.[35]
      • Notably, TETR.IO refuses to parse ranked SOLO replays that take over 30 minutes to complete, so this run wasn't officially uploaded to servers, and YouTube/replay files account for the evidence. That said—there's little to no motivating factor to present fake runs of this sort.
    • The longest single persistent play-session was livestreamed over the course of 18 hours by Excadrill on Twitch.[36] This play-session covered over 547 separate "free-for-all" matches, to preserve the drop-in/drop-out "playing with viewers" nature of his usual stream format. Regardless, during this period, no major breaks or periods of inactivity took place, and Excadrill won 114 matches in total.[37]
    • Ever since this statistic has been tracked, the longest explicitly recorded server uptime stands at just over 56½ days, covering the time gap between versions Alpha 6.2.1 and Alpha 6.3.0, although osk believes the real record stands above 2 months.[38]
  • Before the release of the Quick Play rework, a teaser video previously titled "Hall of Beginnings - TETR.IO" was posted. In the background was an encoded message that read "Q P 2.0". The first user to decode this message was UNZENTA.[39]
  • Each of the Quick Play mods is themed upon a card from the Major Arcana. Many flavor texts allude to their meanings, such as The Emperor being associated with power and authority.[40]
    • Reversed mods are similarly based on tarot reversals, which convey an opposite or darker meaning.
  • Quick Play features a dynamic music system.
    • Each floor has its own soundtrack and sting for ending a run on that floor.
    • Depending on how fast you climb, the soundtrack may skip bars to keep up.
    • The lobby theme, Watchful Eye, has instruments fade in and out at random. Drums play while you are spectating a player.
    • When using the Expert Mode mod, the lobby and floor 1 themes will have an electric guitar stem added.
    • When using any reversed mod, all themes become their reprise version. These also have their own names in the soundtrack.[41]
  • HYPERSPEED was originally implemented due to concerns that the dynamic music would break if you climbed too fast. It eventually became somewhat of a mechanic with its own visuals and soundtrack.
  • If you attempt to send a Quick Play run under 10.0m to chat, you will get the message YOU SHOULDN'T DO YOURSELF THAT SORT OF INJUSTICE. This is to prevent players from flooding the chat with low-effort runs.
  • Viewing osk's profile shows that he is based on "The Moon" and has been "Here since the beginning".[42]
    • Since The Moon is not an accessible country to most humans, osk is No. 1 in all of The Moon's country leaderboards.
    • There is a user KAGARI, a character from the anime Rewrite, that similarly lives on The Moon. She is labelled as TETR.IO Co-founder but has zero playtime or activity, other than being gifted Supporter.[43]
  • Many achievements contain references in their name or description.
    • "Wabi-sabi" is named after a Japanese aesthetic concept.
    • "Snake Eyes" is a term for rolling two ones with a pair of dice.
      • This achievement was previously named "All the Single Lines" which is a reference to a song by Beyoncé.
    • "Mr. Boardwide" is based on "Mr. Worldwide", which is a nickname for the rapper Pitbull that became an internet meme.
    • "Opener Main", "Speed Player" and "Plonk" are all named after community terms for playstyles.
    • "The Grandmaster" is a reference to the Tetris The Grand Master series, which features similar Gravity and invisible modes.
    • The icon of "Rolling the Snowman" resembles the Greek mythology figure Sisyphus rolling the boulder up the mountain.

Notes

  1. Specifically, TETR.IO officially supports Chrome 67≤, Firefox 56≤, Edge 79≤, and Opera 66≤
  2. Specifically Desktop V5 and up is supported. If one launches Desktop V4, for instance, they will be met with a screen informing them the current Desktop client version is unsupported alongside links to update, and the game will refuse to load.
  3. Per each linked user's profile "distinguishment" banner.
  4. Dates reflect the user's first appointment to a staff role, and notably do not factor in any hiatus periods.
  5. As game designer only, not a listed staff member [1]
  6. Confirmed through Zen mode's "sendback" garbage option.

References

  1. 1.0 1.1 1.2 1.3 "About TETR.IO/THE TEAM". TETR.IO. October 23, 2022. Archived from the original on October 23, 2022. Retrieved .
  2. "Beta 1.6.1 Update Log". TETR.IO patch notes. February 16, 2024. Retrieved .
  3. "Desktop Version History". About TETR.IO. March 9th, 2024. Retrieved .
  4. "Beta 1.0.0 Update Log". TETR.IO patch notes. July 26th, 2024. Retrieved .
  5. "Alpha 2.3.2 Update Log". TETR.IO patch notes. June 2nd, 2020. Retrieved .
  6. "Beta 1.0.0 Update Log". TETR.IO patch notes. July 26, 2024. Retrieved .
  7. "Beta 1.5.0 Update Log". TETR.IO patch notes. January 18, 2025. Retrieved .
  8. "Alpha 4.2.0 Update Log". TETR.IO patch notes. July 30, 2020. Retrieved .
  9. "Alpha 6.1.2 Update Log". TETR.IO patch notes. October 18, 2021. Retrieved .
  10. "Beta 1.0.0 Update Log". TETR.IO patch notes. July 26, 2024. Retrieved .
  11. "Beta 1.5.0 Update Log". TETR.IO patch notes. January 18, 2025. Retrieved .
  12. "The Design of Quickplay 2.0". osk blog. Retrieved .
  13. "Alpha 6.4.0 Update Log". TETR.IO patch notes. November 30, 2023. Retrieved .
  14. "Infdev 0.6.0-pre0 Update Log". TETR.IO patch notes. June 2, 2020. Retrieved . "➔ Added 180 spins."
  15. "Alpha 2.0.0 Update Log". TETR.IO patch notes. June 2, 2020. Retrieved . "➔ Added the rotation system SRS-X." "➔ This is SRS, except with Nullpomino/Heboris-style 180s."
  16. "Alpha 5.0.0 Update Log". TETR.IO patch notes. September 28, 2020. Retrieved . "➔ Added SRS+!"
  17. "Alpha 5.0.0 Update Log". TETR.IO patch notes. September 2, 2020. Retrieved . "➔ Introducing the standalone TETRA CHANNEL SITE!"
  18. "Thank you to everyone who played TETR.IO this year! 2021 was an amazing year, and 2022 looks to be very exciting!". X (Twitter). January 1st, 2022. Retrieved .
  19. "TETR.IO has just reached 500,000 TOTAL PLAYERS!!!". X (Twitter). November 3rd, 2020. Retrieved .
  20. "ONE MILLION". osk blog. February 9th, 2021. Retrieved .
  21. "TETR.IO has just reached 1,000,000 players!!!". X (Twitter). February 9th, 2021. Retrieved .
  22. "TETR.IO just reached TWO MILLION players, including anonymous, not even 4 months after hitting 1 million!". X (Twitter). May 31st, 2021. Retrieved .
  23. "TETR.IO just reached 3,000,000 total players!!! 735K of those are registered!". X (Twitter). September 17th, 2021. Retrieved .
  24. "TETR.IO just reached 4 million players! 900K of those are registered!". X (Twitter). December 8th, 2021. Retrieved .
  25. 25.0 25.1 "Alpha 6.1.0 Update Log". TETR.IO patch notes. September 28, 2021. Retrieved .
  26. "Vote for the change of the default passthrough mode and removal of passthrough from TETRA LEAGUE". osk "passthrough" subdomain. October 18, 2021. Archived from the original on October 8, 2021. Retrieved .
  27. "Alpha 6.3.3 Update Log". TETR.IO patch notes. April 11th, 2023. Retrieved .
  28. "Alpha 6.3.4 Update Log". TETR.IO patch notes. May 14, 2023. Retrieved .
  29. "The Beginning". TETR.IO patch notes. June 2, 2020. Retrieved .
  30. "TETR.IO is now in INFDEV!". osk blog. January 31, 2020. Archived from the original on February 8, 2020. Retrieved February 8, 2020. "Want to try out TETR.IO? Contact me with your IP and why you would like to try out TETR.IO, and I'll add you to the whitelist!"
  31. "TETR.IO PUBLIC ALPHA RELEASED!". osk blog. March 22, 2020. Retrieved .
  32. "Alpha 3.0.0 Update Log". TETR.IO patch notes. June 2, 2020. Retrieved . "➔ THE OFFICIAL TETR.IO DESKTOP CLIENT IS HERE!"
  33. "zudo on X: "ZZZTOJ just hit level 5000 on tetr.io, becoming the first..."". X (Twitter). October 6, 2023. Retrieved .
  34. "Alpha 4.1.0 Update Log". TETR.IO Patch notes. July 16, 2020. Retrieved .
  35. "[TETR.IO] (WORLD RECORD) Longest 40L sprint in 2:40:00:683". YouTube. May 18, 2022. Retrieved .
  36. Re-uploaded due to Twitch's automatic Video On Demand cleanup: "Exca's 18 hours lobby". YouTube. July 29, 2022. Retrieved .
  37. @RinoZing (July 23, 2022). "After 18 hours and 38 minutes of stream, I got new PB for consecutive FFA lobbies hosted on @tetriogame, my best was 420, now it's 547 (all in a row, not spectating a single one, not topping out)" (Tweet) – via Twitter.
  38. "prob like 2 months ? maybe?". Official TETR.IO Discord server. June 10, 2021. Retrieved .
  39. @deep4amtweets (July 26, 2024). "so glad i can finally congratulate @unzenta for being the first to decode hall of beginnings!! you knocked it outta the park dude
    and to everyone -- please enjoy http://tetr.io beta, and good luck in quick play 2!"
    (Tweet) – via Twitter.
  40. "Tarot card reading". Wikipedia. Retrieved .
  41. "Zenith Tower OST". TETR.IO Merch Store. Retrieved .
  42. "osk's user page". Tetra Channel. Retrieved .
  43. "Kagari's user page". Tetra Channel. Retrieved .

External links