The console cursor blinked over a lonely prompt as the lab alarm droned in the background. I typed a command, held my breath, and watched the giant egg disappear. You will find that a single line of text can turn a brutal run into a test of curiosity — or an easy, forgettable stroll.
I’ve spent nights in dev chatrooms and mornings combing Steam threads so you don’t have to guess which command does what. Below is every console command I could verify in CRACK, grouped for speed and clarity, with small notes about risks and use-cases. If you want to bend the game without burning the memory, read on — but keep a save handy.
All console commands in CRACK
Observation: On Discord and Reddit players swap a few go-to commands like trading stickers — practical, sometimes petty, often game-changing.
Here are the console commands that are currently usable in CRACK. I’ve grouped them by function so you can scan, copy, and test without hunting through threads. The tables below are pulled from community confirmation and my own in-game checks; treat them as a practical reference rather than a rulebook.

How do I open the console in CRACK?
Short answer: the console is developer-focused and tied to the game’s debug layer. On PC, press the console key (usually ` or ~) if enabled, or run the game with a “-dev” or “-console” launch flag from Steam. If the console doesn’t appear, check the game’s Steam discussions and the developer’s Discord — modders there often share exact launch args and the correct keystroke for builds. I use Steam and a couple of dev tools to test commands before I drop them into a live run.
Will using console commands affect achievements or saves?
Every game handles this differently; CRACK is no exception. Some commands force world saves or simulate shifts, which can alter progression flags. My rule: save to a separate slot before testing anything that says it changes global state (commands like checkpoint, save, open_gateway). If you care about achievements, consult the game’s Steam page and community threads; some players report that certain commands disable leaderboard entries on Steam.
Player and Money
| Command | How it Works |
|---|---|
| motherlode | Adds money to your local account. |
| fly | Enables fly mode for your character. |
| inf_toolbox | Enables infinite toolboxes and refills existing ones. |
| tp <target_name> | Teleports you to the named location. |
I keep a small set of these on my clipboard for quick testing. motherlode is the simplest money cheat, and tp will save you minutes of backtracking when testing a new mechanic. Remember: teleporting past scripted triggers can confuse the game’s state machine.
Unlocks, Bot, and Progression
| Command | How it Works |
|---|---|
| catalog | Unlocks all items in the shop. |
| bot_upgrade | Helps your robots reach maximum level. |
| garage | Unlocks every garage terminals. |
| quarters | Opens all quarters doors. |
| open_gateway | Opens the main Lab Gateway. |
| task_complete | Finishes the current Daily Work Order immediately. |
| simshift | Simulates the current work shift. |
| break_drones | Breaks down all drones. |
Observation: People often want fast access to gear to test builds or cinematic shots for clips — this group of commands is built for that. Use them to reproduce bugs, stress-test progression, or stage screenshots for social shares on Steam and Twitter. Be mindful: commands that grant items or progress will alter your save in ways that can be hard to reverse.
World, Time, and Events
| Command | How it Works |
|---|---|
| time <HH> /time <HH: M> | Sets the in-game clock to the specified time. |
| toggletime | Freezes/Unfreezes the in-game clock. |
| trigger_event <index> | Triggers a world event according to its slot index number. |
| heal_hotspots | Activates egg hot-spot healing. |
| hide_egg | Hides the entire giant egg. |
| show_egg | Undo the previous command and make the giant egg reappear. |
| save | Forces a manual world save. |
| checkpoint | Load the last checkpoint. |
Observation: Time-based bugs and event timing are where I see most oddities reported on the dev Discord. Use time and toggletime to reproduce those cases precisely. If you care about capturing footage, pairing toggletime with freecam gives you control for a clean take.
Camera, UI, and Endings
| Command | How it Works |
|---|---|
| freecam | Toggles the Free Camera mode. |
| cinematic | Toggles the Cinematic mode. |
| hud | Shows or hides the player HUD. |
| nameplate_toggle | Shows/hides player nameplates. |
| simend | Plays the ending cutscene. |
| arcade_scores | Populates arcade machines with dummy high scores. |
| timelapse_previewtimelapse_capturetimelapse_mp4 | Tools for previews and captures. |
| aduit_terrain | Runs a debut audit on the egg’s voxel terrain meshes. |
Observation: Content creators use camera and HUD commands to craft a frame. I’ve used freecam and cinematic to build thumbnails and short clips for posts on YouTube and TikTok. If you record, remember that some capture tools (OBS, Nvidia ShadowPlay) interact differently with in-game overlays; test before you stream.
The console is a scalpel — it will fix or flay depending on how precise your cuts are. Commands are a ring of keys; some open doors you didn’t know existed.
I reference Steam discussion threads, the game’s official Discord, and community posts on Moyens I/O and Reddit to confirm how these commands behave across builds. If you want to experiment, keep a backup save in a separate slot and tag your testing notes in a simple spreadsheet or a note in Notion so you can reproduce results later.
Which command will you try first — and will you save the run or rewrite the script?