Gameplay systems

Controls

The keyboard and mouse actions currently defined in the Godot project.

How to read this list

Core actions are available during ordinary play. Other bindings only work after a skill is unlocked or in a supported mode. Menu focus can also temporarily take over keyboard input.

Complete key reference

Movement

A / D · ← / →Move left or right
Space · ↑Jump; press again where an additional jump is unlocked
SCrouch or descend where the terrain allows
ShiftSprint
WGlide while airborne, if the ability has been unlocked

Combat & interaction

Left mouse buttonAttack
Right mouse buttonThrow a slimeball in gameplay when available; secondary action in the inventory
FToggle Joey’s glow
EInteract with nearby objects and passages

Items & menus

TabOpen or close the inventory
1–9Select a hotbar slot
CUse the selected hotbar item
QDrop the selected hotbar item
EscPause or close a menu

Unlockable abilities & modes

These inputs are defined in the current project. Their effects depend on the unlocked skill, character or multiplayer mode.

Ctrl + A / D / SpaceDash left, right or upward when unlocked
RTeleport toward the pointer when unlocked
MToggle mana shield when unlocked
KUse healing burst when unlocked
OUse sticky form or hero transformation, depending on unlocked skills
HUse the charge ability when unlocked
TOpen item transfer in supported multiplayer contexts