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Akron exposes developer-facing console commands through Everest’s debug console and DebugRC. These commands route into Akron’s runtime services and exist for QA, live verification, and automation.
Debug commands are not a player-facing UI. Player-facing documentation covers overlay rows and Everest mod options. Commands serve development, testing, and controlled verification contexts only.

Exposure levels

Common UI mirrors

Command-only or automation-first

Extended gameplay commands

Camera and visual commands

Hitbox and HUD commands

Input and utility commands

Setup, theme, and settings commands

Community pack commands

list prints the currently filtered zero-based entries. import downloads the selected .akr and imports it through the same scoped path as the in-game button.

File-backed automation queue

When DebugRC’s /console endpoint is unreliable, Akron can process a file-backed queue on the game thread. The queue is disabled by default. Start Celeste/Everest with both variables set:
The session token must contain at least 32 characters. The first non-comment line in command.txt must repeat it with a token: prefix:
The queue accepts only commands in Akron’s internal automation allowlist. It rejects command files larger than 64 KiB, files with more than 128 lines, runs with more than 64 commands, and command lines longer than 2,048 characters. Akron executes one command per frame so structural actions such as load or room transitions do not stack unsafely inside a single update.

Verification scenarios

Commands support repeatable live verification scenarios:
  • Show the overlay before screenshots.
  • Drive settings without relying on fragile input.
  • Exercise StartPos, freeze, hitbox, inspector, and proof surfaces.
  • Refresh and import community packs.
  • Capture proof sidecars for comparison.
Command-only controls should not appear in player tutorials unless a normal UI path exists first.