Trauma Lab System Requirements and Lag Fix
I looked for a requirements table on the itch.io page and in the one devlog. There isn’t one. What follows is read from the v1.19 build and the APK manifest, not from a spec sheet, and I did not benchmark frame rate on a low-end phone or an old laptop.
What the build actually uses
Rendering is canvas.getContext('2d'). There is no WebGL path. Input uses pointer and touch events. Audio uses AudioContext. Saves use localStorage under six keys: traumaLabOpts, traumaLabSeen, traumaLabBest, traumaLabCoach, traumaLabGoreX, and traumaLabLang. The HTML file is about 2 MB and the APK about 1,009 kB. The supporter file is listed at 1.8 MB.
The build references fonts.googleapis.com and fonts.gstatic.com. It still runs offline; the font falls back. Android needs minSdk 24 (Android 7.0). targetSdk is 29. No RAM or GPU number is published, so none is printed here.
The official lag advice
Quality can be Auto, High, or Low. The option text says Auto lowers resolution when it lags, and Low also trims particles and fine skin detail for slow phones. Gore is Mild, Realistic, Heavy, or Extreme. The 21 October 2026 devlog says to lower gore when the game lags. The first-run default in the build is Extreme.
Other toggles that change how much the frame draws: camera shake, frame counter, monitor size (Full, Compact, Closed), slow-motion on big hits, and arrow cam. Closing the skin layer in X-ray is also described in the build as a speed help. v1.17’s changelog says phone frame cost was cut roughly in half. That is a historical note, not a promise about your device.
Gore setting on the controls pageAPK and the black-screen report
Questions
What PC do I need?
No minimum CPU, RAM, or GPU was published. The browser needs canvas 2D, pointer events, Web Audio, and localStorage.
Does it use WebGL?
No. The v1.19 build draws with canvas 2D only.
Sources
Checked 2026-10-23. Figures below are quoted from these pages, not invented here.