Controls and local interaction¶
These bindings are read from the current player/combat source. Input is gated by local ownership, UI focus and run phase; an open panel must not leak combat input.
| Action | Binding |
|---|---|
| Move / look | WASD / mouse |
| Sprint / jump | Left Shift / Space |
| Fire / aim | Left / right mouse button |
| Select equipped weapon | 1 / 2 |
| Reload | R |
| Normal actives 1 / 2 / 3 | Q / F / C |
| Ultimate / melee | Z / V |
| Hold revive interaction | E |
| Menu/cursor | Escape |
Dash uses current movement direction, with forward fallback when there is no movement input. An extra jump requires the appropriate passive and an accepted jump action. Movement abilities do not inherently grant invulnerability.
The ability library, reward choices, core inspection and settings have distinct focus rules. See interface conventions for the full UI flow.
Opt-in enemy AI sandbox¶
Development-only controls belong to the selected fixture, not normal gameplay. For example, F5 resets the current shooter/director fixture; F6 toggles its director debug overlay when focus/input permit it. These are distinct from the retired F6/F7/F8 AI comparisons. Use sandbox access and controls for presets, observation overlays and the separate S2/S3 launch choices.
Source: player input, combat input, setup record.