Controls
Every control in the game: keyboard and touch on foot, the bike, and all nine arcade cabinets. Every key is rebindable in settings.
On foot — parkour and the sandbox worlds
These apply on every parkour course and in every sandbox world. The one that surprises people is sprint: it is a latch, not a hold. Tap Shift once and sprint stays on, along with a camera lock-on, until you tap it again. Holding it down does nothing extra, and neither sprint nor the lock-on carries over into the next world you open.
On foot — keyboard
| Move | WASDArrow keys work too. |
|---|---|
| Jump | Space |
| Sprint / lock on | ShiftA latch, not a hold: tap once to arm sprint and a camera lock-on together, tap again to release both. Neither carries over into the next world you open. |
| Respawn | RBack to the last checkpoint. The clock keeps running. |
| Restart run | TThe whole course, from the beginning. Deliberately not next to R — respawn costs a checkpoint's progress and this costs the run, and the two should not be one finger apart on a key you press while falling. |
| First person | V |
| Recentre camera | CLevels the view and puts the zoom back. Never turns you round. |
| Look | MouseClick once and the mouse aims the camera; Esc gives the cursor back. Or hold the right button and drag, and the cursor stays yours. |
| Zoom | Scroll wheel |
On foot — touch
| Move | Left stick |
|---|---|
| Look | Drag anywhereThe camera stays where you put it. Settings → Touch → Camera has a Follow mode that swings it behind you while you run. |
| Zoom | Pinch |
| Jump | Jump button |
| Sprint | Sprint buttonLatched, so you can steer with the same thumb once it is armed. |
| Respawn | Respawn button |
Respawn and restart are deliberately not next to each other on the keyboard. Respawn costs you a checkpoint's worth of progress and restart costs the whole run, and the two should not be one finger apart on a key you press while falling.
On the bike — race mode
The race is a different control set, not the walking one with a vehicle under it. Space is the handbrake here, which is the same key that jumps on foot — the one control both modes agree means “stop what you are doing”. Drifting is how the boost meter fills, so the fast line and the tidy line are not the same line.
On the bike — keyboard
| Throttle | WArrow up works too. |
|---|---|
| Reverse | S |
| Steer | AD |
| Brake | SpaceThe handbrake. The same key that jumps on foot — the one control both modes agree means “stop what you are doing”. |
| Boost | ShiftSpends the meter that drifting fills. |
| Drift | XHow the boost meter is filled, so the fast line is not the tidy one. |
| Look back | B |
| Change camera | V |
| Recover | RBack onto the track where you left it. |
Arcade cabinets
Each cabinet has one or two controls and no more — they are ninety-second games, and a cabinet that needed a manual would be the wrong kind of cabinet. Both inputs are listed because the in-game hint shows only the one your device has.
Chunk Runner
Keyboard: Space to jump · hold to glide
Touch: Tap to jump · hold to glide
The glide is not an extra jump, it is a longer one. Holding it from the apex covers gaps that a tapped jump cannot, and letting go early is the mistake that ends most runs.
Tower Stack
Keyboard: Space to drop
Touch: Tap to drop
Aim for the trailing edge rather than the centre. A block dropped slightly late shears off the side you can afford to lose; one dropped early shears off the side you are about to need.
Ludo
Keyboard: Space to roll · click a piece, or 1-4
Touch: Tap to roll · tap a piece to move
The choice of which piece to move is the only real decision in the game, and the safe one is usually the piece furthest from home rather than the one closest to it.
Snakes & Ladders
Keyboard: Space to roll · 1-3 to spend a card
Touch: Tap to roll · tap a card to spend it
Hold a card until you can see the snake it saves you from. Spending one to gain three squares is how a hand is wasted.
ECHO
Keyboard: WASD to run · your past runs replay
Touch: Drag anywhere to run · your past runs replay
Plan the run you are about to record, not the one you are in. The copy you leave behind is a tool for the next attempt, and a sloppy first run is a sloppy tool forever.
Gravity Shift
Keyboard: Arrows to pick which way is down
Touch: Tap a side of the ball to fall that way
Flip late rather than early. The ball keeps its momentum through a change of gravity, so a flip made at the last moment travels further than one made at the start of the same fall.
One Bullet
Keyboard: Arrows to aim · Shift for fine · Space to fire
Touch: Drag to aim · let go to fire
Use fine aim. On a keyboard that is Shift, and the difference between a coarse and a fine adjustment is most of the rooms in the back half of the game.
SwarmRush
Keyboard: Mouse or WASD to steer · Space to dash · E to split
Touch: Drag to steer · tap to dash · button to split
Splitting doubles your reach and halves your safety, so do it to finish something rather than to chase it. A split that misses leaves two of you small in a crowd that is not.
Reflex
Keyboard: Click the target before its ring closes
Touch: Tap the target before its ring closes
Protect the streak over the individual hit. The bonus is worth three times the hit itself at full stretch, so a target you are not sure of is worth taking slowly rather than missing fast.
Untwine
Keyboard: Click a line to pull it out the way its arrow points · H for a hint
Touch: Tap a line to pull it out the way its arrow points
Read the head, not the tangle. Only the straight run from the arrow to the edge matters, so trace that and ignore the body. Every board can be cleared in any order of free lines — there is no wrong free pull — so the only way to lose is to guess.
Ragdoll Rumble
Keyboard: WASD to move and swing · hold F to wind up · Space to jump
Touch: Drag to move and swing · hold SKILL to wind up · JUMP
Push the stick part of the way. Past a third of its travel sideways it walks you; under that it only aims, so you can swing through somebody without stepping into their reach. The heavy swing is the biggest hit in the game and the easiest to read: the weapon glows while it charges, and Hard backs off from it — spend it on an opponent who is stunned, or standing on the low bridge as the lava comes up.
Rebinding
Every key above is a default, not a fixture. Settings → Controls lets you rebind any action, with up to three keys each, and offers presets for the common layouts. A few keys are refused on purpose — the browser owns them, and a binding that works until the day it does not is worse than no binding.
If you want to know what the controls are actually asking you to do rather than which key does it, every course has a guide, and how the courses are made explains the jump the controls are built around.