---
id: kw-var
name: var
category: structure
kind: keyword
tokens: var
sig: var name: T = value
tip: A mutable binding — at program scope, your game's persistent named state.
order: 6
---
A var declares a mutable binding: unlike `let`, you may reassign it later with `=`, `+=`, `-=`, and friends. Where it appears decides its lifetime — inside a handler or function body it is a local, and at program scope it is persistent, named game state that every handler shares. Program-scope `var`s are the modern replacement for numeric registers: instead of `reg(0)`, you write `var score: int = 0` and read and write `score` by name. Use `var` for anything that genuinely changes — accumulators, the current score, a mode flag, an elapsed-frame counter — and prefer `let` for values that never change.
```ludic
program Scorekeeper {
state ScorekeeperState {
score: int = 0
elapsed_frames: int = 0
}
handler Tick(scorekeeper_st: mut ScorekeeperState) phase Update {
scorekeeper_st.elapsed_frames = scorekeeper_st.elapsed_frames + 1
if scorekeeper_st.elapsed_frames % 60 == 0 { scorekeeper_st.score = scorekeeper_st.score + 1 }
}
handler DrawWorld(scorekeeper_st: ScorekeeperState) phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_text(x: 6, y: 4, text: "SCORE", color: Color.White, scale: 1)
Screen.draw_number(x: 52, y: 4, value: scorekeeper_st.score, color: Color.Gold, scale: 1)
Screen.show()
}
}
```