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Building and inventory
The default inventory key is Tab, with E for Interact. For an E-to-open inventory layout, choose Escape → Controls → E inventory preset. It assigns E to inventory and F to Interact, keeps mouse Use and the 15-slot hotbar, and leaves your other controls alone. If a different custom action already uses E or F, the preset explains the conflict and changes nothing until you rebind that action.
Click or drag to move a stack. Right-click takes the rounded-up half of a stack, or places one held item. Hold right-click and drag across compatible inventory, crafting, chest, crate or machine-input slots to place one per visited slot. Full or incompatible slots are skipped; moving back across a slot does not deposit twice. Machine result slots are excluded from painting.
Shift-click transfers between containers. In your personal inventory, armor equips when its matching equipment slot is empty. Spare armor moves between backpack and hotbar when that equipment slot is occupied; it never replaces your worn armor automatically.

Actual standalone capture, September 20, 2026. Native pointer checks cover right-drag placement, spare-armor transfers and selecting the preset button. The older screenshots elsewhere on this page retain their original capture dates.
In the item sidebar, click an item to see how to make it, or right-click to see its uses. You can also hover an item and press R for recipes or U for uses. Follow ingredient, result or station icons to explore related recipes; Back restores the previous item and recipe page.
At an open furnace, select Recipes & Fuel to start with a recipe the furnace processes and its fuel choices. The fuel icons are alternatives: choose one. The page arrows still reach every furnace usage, including upgrade recipes that consume a furnace. Right-clicking Furnace in the sidebar keeps the complete ordinary Uses order. Browsing does not move items or craft anything.

Actual Windows player capture, September 20, 2026. The highlighted log is the consumed ingredient; the row below shows alternative fuels.
Middle-click a world block to select it for building. In Survival, an owned hotbar stack is selected first. If the item is in your backpack, it swaps into the selected hotbar slot. If you do not own it, nothing is created. Creative can supply a usable stack.

Plants and torches use their smaller selection shapes. Looking through empty space beside them can target the block behind. Mining, using, harvesting and picking share that selection.
Middle-click a slot in your hotbar, backpack or an open chest. Compatible partial stacks consolidate, then that section sorts consistently. The hotbar and backpack are organised separately. Individually carried batteries and tanks retain their contents.

Crafting grids and machine input/output slots keep their positional meaning. Finish moving the stack attached to your pointer before organising.
Right-click a ripe crop on tilled farmland to harvest its ordinary drops. With a hoe selected, the harvest goes directly into your inventory, with any overflow dropped safely. If your resulting inventory contains the crop's planting item, one is consumed to replant at the initial stage.

A full backpack can leave the planting items on the ground, so it cannot guarantee replanting. Wild crops and unripe crops do not use this convenience interaction.
Both explorer models keep their selected skin visible in the world and inventory. The Alpha correction restores the skin shader's colour and detail when fog is disabled.

Standalone avatar review capture, September 19, 2026. This shows the two model choices with their existing field skin; it is not new character artwork.
Hold Jump to jump again after each landing. It never supplies an additional jump in mid-air. Ordinary activity and passive hunger expenditure are 25% lower than the initial Alpha 0.0.2 values; healing retains its existing food cost.
Rivet Reach · © Starbugstone · All rights reserved. These guides describe the current playable alpha.
Rivet Reach field guide
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Tools and durability — faster tiers, remaining uses and worn-tool storage.
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Electric Furnace — smelting and cooking with electricity.
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Lava — deep lakes, buckets and burning hazards.
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Floater — hovering stone enemies and Floater Rock drops.
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Farming and cooking — wild crops, fibre and basic/electric food preparation.
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Food and hunger — eating, saturation and meal planning.
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Mobs — Rustback beetles, Dusk prowlers and Floaters; encounters, combat and persistence.
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Compost — organic surplus, crop acceleration and bin automation.
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Lighting and underground farms — cave openings and growing with torches.
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Fishing — rod crafting, deep source-water ponds, bite timing and fish meals.
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Chickens — lead, breed and raise a persistent flock; collect eggs and cook meals.
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Building and inventory — picking blocks, sorting and farmland harvests.
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Floater spawners — rare cave rooms, lighting and independent cage populations.
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Spawn mechanics — light, floors, distances, natural populations, cage caps and persistent chickens.
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Beds and home spawn — craft a bed, set home and sleep until morning.
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Crates and warehouses — bulk storage, type locks and controller setup.
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Item-pipe routing — editable receiver priorities, compatible destinations and round-robin overflow.
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Weather — clear skies, rain, storms, shelter and saved weather.
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Renewable power — solar panels, wind turbines and parallel battery charging.
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Factory stress-test gallery — actual factory, storm and farm captures from the pre-0.1.0 review.