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Controls

smsolutionsva-byte edited this page Jun 26, 2026 · 1 revision

Controls

Home · Gameplay · User-Interface

Desktop defaults

Input Default action Rebindable?
W / A / S / D Move Yes
Arrow keys Move fallback No
Mouse move Look No
Left mouse Fire; hold for automatic weapons No
Right mouse Aim down sights while held No
Mouse wheel Cycle unlocked weapons No
Space Jump Yes
Shift Sprint while held Yes
C Toggle crouch Yes
Q Use the selected character's active ability Yes
E Use the held loot power Yes
R Reload Yes
F Inspect the current weapon Yes
M Toggle expanded tactical map Yes
18 Select weapon slot No
Esc Pause in solo / leave pointer lock in multiplayer No

The controls editor stores KeyboardEvent.code bindings, so the editable bindings are layout-independent. The fixed controls are weapon digits, mouse controls, Escape, Tab, and arrow-key movement fallback. A captured rebind swaps conflicting editable bindings rather than duplicating one key.

Aim and firing

All firearms support right-click ADS in the current weapon data. ADS reduces sensitivity and tightens base spread; a scoped Sniper has zero base spread while ADS is active. Movement, jumping, sprinting, crouching, and continuous fire still influence the final shot cone.

Only the SMG and Minigun are marked automatic. Other firearms and the Subverter fire one action per click. Auto-reload when the trigger is pulled on an empty magazine is enabled by default and can be disabled in Settings.

Mystery Box input

The solo post-wave Mystery Box overlay owns input while open.

Input Action
1 / 2 / 3 Choose a box directly
Left / Right arrows or A / D Move the selection
Enter / Space Open the selected box

Pointer lock is released during the picker, and gameplay controls are blocked so the choice cannot fire a weapon or move the player.

Touch and tablet controls

Touch mode activates only for a detected touch-capable mobile/coarse-pointer device. It is designed for landscape orientation; portrait displays a rotation gate and the game attempts fullscreen and orientation lock when supported.

Touch control Action
Left virtual joystick Move; push to the outer ring to sprint
Right-side swipe Look
FIRE Shoot
AIM Hold ADS
Jump / Dash / Crouch Corresponding movement and class action
Power Use the held loot power
Reload Reload
Weapon Change weapon
Pause Open the solo pause menu

Touch players receive aim assist only after real touch hardware and a browser-trusted touch interaction are detected; toggling a client flag is not enough to enable it. Haptic patterns are provided for supported Vibration API devices and can be disabled in Settings.

Controller support

No Gamepad API, controller mapping, or controller UI support was found in the implementation. Controller support is therefore not implemented / unknown.

Context-sensitive behavior

  • Text inputs such as multiplayer chat suppress gameplay keyboard handling.
  • Photo Mode uses movement keys for camera movement, mouse drag for free look, mouse wheel for FOV zoom, and Escape to exit.
  • Multiplayer does not pause for Escape; the next canvas click reacquires pointer lock before firing.
  • The Tutorial pauses the simulation while an instruction card is active.

Implementation references: src/utils/GameSettingsManager.ts, src/App.tsx, src/components/KeyBindingsEditor.tsx, src/components/TouchControls.tsx.

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