Name a setting you can change in a video game’s settings.

November 6, 2026 · Daily Dive #114

Explore 1,498 recorded answers and their points for question 2 on November 6, 2026.

Current edition7 questions · 8,555 recorded answersNext edition

1,498 recorded names on November 6, 2026, 1,252 at 85 or higher. The highest recorded score on this question is 100.

Picture the options screen you have opened a thousand times and walk it panel by panel instead of trying to recall one standout entry. Any wording that exists as a genuine, changeable entry on a shipped game's options screen qualifies; whole menu names, features with no on-screen control, and inventions do not.

1,498 recorded answers1,252 at 85+ points100 highest recorded points
  • One in a Krillion1100 pts
  • Deep Cut1,25185 pts
  • Rare20860 pts
  • Schooler3530 pts
  • Plankton310 pts
02

Recorded answers

1,498 recorded answers

How to approach it

Settle on a single title you know intimately and traverse its options screen from the first tab to the last, reading every row as it is printed. Jot down everything, awkward compound names and parenthetical qualifiers included, then cross out only what you cannot honestly place on a real menu. Depth beats breadth here: one well-remembered screen can yield a dozen usable labels, whereas free-associating across many titles tends to produce vague, generic phrasing that lands in the lowest scoring band. Where two candidates feel equally valid, submit the one whose wording is more specific and less like something every game would carry.

Get a hint

Start from the menu architecture itself: nearly every game splits its options into a few tabs, and beneath each tab sits a dense cluster of adjustable entries worth naming one by one.

A little more

Drift away from the obvious sliders toward the toggles, dropdowns and numeric fields beside them, since the small, strangely worded controls are where a list like this finds its depth.

One step further

Recall the exact on-screen phrasing, hyphens and bracketed qualifiers included, because recognition lands on the literal label rather than on a loose description of what it does.

Reveal answers 1,498
  • HRTFDeep Cut85points
  • HUD animationsDeep Cut85points
  • HUD backgroundDeep Cut85points
  • HUD flashingDeep Cut85points
  • HUD lagDeep Cut85points
  • HUD layoutDeep Cut85points
  • HUD modeDeep Cut85points
  • HUD opacityDeep Cut85points
  • HUD presetDeep Cut85points
  • HUD smoothingDeep Cut85points
  • Hyperacusis filterDeep Cut85points
  • IcingDeep Cut85points
  • Icon passingDeep Cut85points
  • Icon sizeDeep Cut85points
  • Ignore beatmap hitsoundsDeep Cut85points
  • Ignore beatmap skinsDeep Cut85points
  • Ignore gamepad inputDeep Cut85points
  • Immediate respawnDeep Cut85points
  • Improve clarityDeep Cut85points
  • Improved facial lighting geometryDeep Cut85points
  • Improved transparencyDeep Cut85points
  • Impulse triggersDeep Cut85points
  • Infinite breathDeep Cut85points
  • Infinite staminaDeep Cut85points
  • InjuriesDeep Cut85points
  • Inner deadzoneDeep Cut85points
  • InningsDeep Cut85points
  • Input bufferDeep Cut85points
  • Input delayDeep Cut85points
  • Input displayDeep Cut85points
  • Input offsetDeep Cut85points
  • Input-based matchmakingDeep Cut85points
  • Instrument volumeDeep Cut85points
  • Integer scalingDeep Cut85points
  • Intel XeLLDeep Cut85points
  • Interact behaviorDeep Cut85points
  • Interact on left clickDeep Cut85points
  • Interaction modeDeep Cut85points
  • Interactive musicDeep Cut85points
  • Interface voicesDeep Cut85points
  • Invert flight controlsDeep Cut85points
  • Inverted flashbangDeep Cut85points
  • InvincibilityDeep Cut85points
  • Invisible motionDeep Cut85points
  • Invisible while proneDeep Cut85points
  • IPv6Deep Cut85points
  • Item comparisonDeep Cut85points
  • Item component purchasingDeep Cut85points
  • Item fadeDeep Cut85points
  • Item labelsDeep Cut85points

Why these answers count

The spread is remarkably flat: 1452 of the 1490 recorded entries clear sixty points, with 1246 of those parked at eighty-five, so the middle of the board is crowded and sheer oddity buys less than it appears to. The lone hundred-point entry, Arachnophobia mode (100), shows that the summit belongs to whatever is both genuine and startling; beside it, 24-hour clock (85) and Ability cooldown display (85) illustrate the ordinary shape of a high scorer, a plain option named with the words a menu would actually print. The 205 entries sitting at sixty read the opposite way: broad, generic descriptions that could fit any title and therefore feel interchangeable. Because only one answer occupies the top, hunting it is a lottery, and the wiser play is a volume of precise, verifiable labels rather than a single exotic guess.

Recorded from the game’s published reveal · Source · Checked 6 Nov, 06:10 UTC

Names and scores reflect the linked dated reveal. The original game makes the final decision on live acceptance. Editorial policy