Alone Implants features 10 cybernetic augmentations divided into two categories:
Active Implants (5) — Require a key press to activate, installed on the body map
Passive Implants (5) — Always active once installed, placed in the 4 passive slots
⚡ Active Implants
Active implants are installed by dragging them onto body map sockets. They consume heat, have cooldowns, and lose durability on use.
Double Jump Actuators
Cybernetic leg actuators for executing a second jump mid-air.
Automatic (press Space while airborne)
Level Effects:
Level
Jump Velocity
Forward Boost
Special Rule: If Config.Rules.DoubleJumpRequireBothLegs = true, the implant must be installed on both legs (leg_l and leg_r) to function. Both installations count as 1 active implant for the limit.
Directional propulsion module. Quick dash in the movement direction.
Left Leg, Right Leg, Spine
Level Effects:
Level
Dash Speed
Dash Duration
Uplift
Temporary sprint speed burst for a few seconds.
Left Leg, Right Leg, Spine
Level Effects:
Cybernetic night vision with toggle and heat management.
Level Effects:
All levels provide night vision mode. Higher levels may be extended in future updates.
Short adrenaline rush: sprint speed + melee damage boost.
Level Effects:
Level
Sprint Multiplier
Melee Damage
🛡️ Passive Implants
Passive implants are installed in the 4 passive slots below the catalog on the left panel. They provide constant bonuses without requiring activation. They do not consume heat or durability.
Impact absorption system that reduces fall damage.
Level Effects:
Level
Damage Reduction
Min Fall Distance
Extends underwater breathing time significantly.
Level Effects:
Reduces camera shake and recoil approximation.
Level Effects:
Neural module that reduces ragdoll and stumbling effects.
Level Effects:
Titanium Spine / Cargo Frame (Inventory Expansion)
Increases carry weight and inventory slots.
Level Effects:
Level
Weight Bonus
Slot Bonus
Note: Bonuses are calculated against Config.BaseWeight (85kg) and Config.BaseSlots (50) by default. Adjust these values in config if your server uses different defaults.
🔄 Upgrade System
All implants can be upgraded from Level 1 to Level 3:
Install the implant at Level 1
Select the installed implant (click on the socket or passive slot)
Click "Upgrade" in the Info Panel
Pay the cost (if configured via Config.ImplantOverrides)
Upgrade cost formula:
⚔️ Incompatibility System
Some implants conflict with each other and cannot be installed simultaneously:
If you try to install an incompatible implant, you'll receive an error notification.
Tip: You can customize incompatibilities using Config.ImplantOverrides:
📊 Heat Management
Each active implant generates heat when used:
Implant
Heat Cost
Category Decay Rate
When heat reaches 100 (default max), the system enters Overheat:
All active abilities are disabled for 20 seconds (configurable)
Sprint speed is reduced by 10% (if debuff is enabled)
The Cooldown HUD shows a red overheat indicator
Last updated: February 2026