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Controls

Current as of v0.8.15.

Movement

Input Action
W A S D Move
Mouse Look / aim
Space Jump (jumping out of a slide keeps its momentum & skips the cooldown - land into another slide to chain for speed, up to 2x)
Shift Slide (a 3.5s burst, 5s cooldown; press slide or crouch to cancel early - the timer ends standing when there's headroom)
C Crouch (toggle - press again to stand; switch to hold-to-crouch in the pause dialog, saved between sessions)
V Toggle first-/third-person view (saved between sessions)
Mouse wheel (up = previous, down = next), or Q / E Cycle through what you're carrying (skips slots you don't have)

Weapons

Slot keys select what's in your hands. You spawn with fists and bread (bread lives on 0 - or B - just left of fists, so one notch back on the wheel is always the loaf); every gun is picked up in the arena (picking one up auto-equips it - bread is the one exception, so a loaf never swaps a weapon out of your hands mid-fight). Every slot uses the same primary button: left click acts with whatever slot is selected; right click scopes the blowgun (slot 8) & does nothing elsewhere.

Key Weapon How it works
1 Fists Left-click to punch. Punching walls hurts you. 20% chance a landed punch knocks the victim's weapon loose
2 Laser Left-click tap = quick shot. Hold = charge - a full charge (click sound + crosshair pop) pierces walls, one-hit zaps anyone, & shows enemies through walls while held
3 Banana launcher Left-click to fire an arcing banana. Direct hits stick, launch the victim, & detonate. Massive recoil - it can also rocket-jump you
4 Boomerang Left-click to throw. Curves out & returns; steals weapons from anyone it clips & scoops pickups it passes; auto-catches on return
5 Slingshot Hold left-click to draw, release to fling a stone. Longer draw = faster, flatter, harder (never a one-hit). A quick tap just relaxes the band - stones need a minimum draw, & a short cooldown separates shots. Universal ammo: see below
6 Paper airplane Left-click to throw. Locks onto whoever's under your crosshair & glides slowly after them; punch an incoming one (fists out) to catch it & throw it back. Only one exists in the whole game, & it is a personal hazard - see below
0 or B Bread Left-click to eat: a 3-second rooted ritual that heals you to full. One loaf per life - see below
8 Blowgun The silenced sniper - with a scope, because of course. Right-click to look THROUGH the scope (toggle by default; Esc > SETTINGS has a "Hold to scope" toggle, like hold-to-crouch; mouse wheel zooms in and out, very far); the whole scoped view sways with your heartbeat - more the further you zoom - while the red laser dot stays centered, and it only settles for about a second between heartbeats: time the shot for when the hazy dot snaps tight with a white-hot core. Left-click puffs a poison dart: fast but visible, nearly no drop, very long range, no recoil. Darts do no impact damage - they stick in and poison: 10% health per dart every 5 seconds, three ticks per dart & then that dart is spent (darts stack: three at once cost 30% a tick), health bar turns green, your screen blurs and a green vignette pulses with every tick, and you walk drunk - the more darts, the worse - and your movement controls INVERT (forward is back, left is right) until the darts clear; bread heals but doesn't remove darts. The gun starts empty: there are 30 darts in the whole level, lying in clusters of 3 - find a stash & you have a real magazine; out of darts, left-click swings it like a club (punch reach and stun, twice a punch's damage, but it never knocks anything loose or steals). See "Darts" below

Slingshot universal ammo

With the slingshot out and empty, walking onto any world item loads it instead of collecting it - another player's dropped laser, the banana launcher, the boomerang, even another slingshot, plus loose bread, banana chunks, and a grounded paper airplane. You can only ever load what's on the ground: your own equipped weapons stay in your hands.

  • One item at a time. While something is nocked, normal pickup rules apply again.
  • Catch a live banana: if a fired banana lands on you while you're actively DRAWING the slingshot, you catch it - nocked, fuse still ticking. Fire it straight back or it goes off in your pouch. Just holding the slingshot doesn't catch; you can catch your own.
  • Any slung hit blurs the victim's screen like a punch; slung bread also plasters them in brown crumbs (not banana goo - crumbs).
  • Slung items fly the same draw-scaled arc as a stone. Small things sting like a stone; big things hit hard - a slung gun deals roughly double the damage and knockback, the banana launcher triple (never a one-hit, even at full draw).
  • Every slung gun goes berserk: a slung laser sprays full-auto shots, a slung banana launcher lobs bananas, a slung slingshot flings stones - all in random directions as it tumbles, until it lands. Dangerous to everyone near its flight path. (A slung blowgun is always empty - its darts went back into the level when it left your hands.)
  • Wherever the item lands, it becomes an ordinary world pickup again - nothing is ever destroyed by being fired.
  • Holster the slingshot (or fill it) if you'd rather just pick things up.

Eating bread

Bread is on key 0 (or B) and you spawn carrying one loaf per life. Left-click with it out to eat, and then commit:

  • It takes 3 seconds, drained on a reverse meter in the middle of your screen.
  • You must be standing still to start. Eating while walking, sliding, or in mid-air is refused with an error cue and a line above the meter. You can equip the loaf mid-slide or mid-jump - the ritual just waits until the slide ends and you land and stop.
  • While eating you cannot move at all: no walking, jumping, sliding, crouching, uncrouching, or switching slots. Looking around is all you get, and whatever stance you started in is locked in.
  • You can't cancel it. Anyone else can: any hit ends the ritual, and the loaf is wasted - no heal, and no second loaf until you respawn.
  • Finish it and you're healed to full.
  • Everyone can see you doing it: the loaf goes up to your face, your body munches, crumbs fall, a tag pops up over your name, and the crunching is audible to anyone nearby. Eating in the open is a gamble.

Abilities & extras

Input Action
F Full-auto laser burst (3s of rapid low-power shots, 15s cooldown; needs the laser)
G Dance. Blocks your weapons while grooving; any movement or taking a hit cancels it
Shoot the ground beneath you Rocket boost upward, scaling with charge. Unlimited from the ground; while airborne it works once per airtime, re-armed when you land

Communication & music

Input Action
Tab Toggle message history (PageUp / PageDown to scroll; it never blocks your aim). Chat lines are archived here too, in the sender's color
X Drop what's in your hands (Minecraft-style): the item flies out the way you're looking and lands as a pickup anyone can grab. Fists have nothing to drop, and a boomerang or airplane that's out flying isn't in your hands to drop
T Open the chat line (bottom-left). Enter sends, Esc cancels; your character holds still while you type & the mouse stays captured. Lines show for ~9 s in the sender's color, max 120 characters, one line every 5 seconds
. (period) Thumbs-up the current music track
, (comma) Thumbs-down (enough downvotes skips the track)
Esc Pause / quit dialog

The paper airplane

There is exactly one paper airplane in the arena. It's a slot-6 weapon like any other - until you throw it, at which point it becomes a personal hazard for exactly one player.

  • Thrown, it locks onto whoever was under your crosshair and glides after them. It's slow: a sprinting, weaving target escapes, a distracted one doesn't.
  • The target's screen only fills with a big red ring that thickens and brightens as the airplane closes, then blinks with a beep that accelerates until impact. Nobody else sees or hears a thing.
  • If it reaches them, that player catches fire for ~2 seconds and then pops. Strictly single-target - there is no blast radius, so standing next to a burning player is perfectly safe.
  • Punch it out of the air (fists out) and you catch it instead: it goes straight into your hands, nobody ignites, and you can throw it back.
  • If the glide never finds anyone, it comes down armed - a grounded landmine with a blinking red light. Step on it and it picks you: fastest beeping immediately, alight about a second later, then the same personal pop. Spawn armor keeps you safe from it.
  • With a slingshot equipped you load an armed one as ammo instead of setting it off. A slung airplane flies fast and dead straight (no homing): hit a player and they ignite and pop exactly as a thrown hit would; hit anything else and it just falls and is a landmine again. Reload it as often as you like.
  • A fresh airplane is folded somewhere in the arena every time the old one goes off - and a fresh one is a normal pickup, not a mine.

The boxing ring

The spawn box is a boxing ring: its walls are rubber ropes. Run, slide, or get punched into one and you bounce back the way you came with a big shove - the harder you hit, the harder it flings you; jump into the ropes and you can be thrown clean across the ring. Dive onto a rope top and it trampolines you - the harder you land, the bigger the bounce (each rebound a bit smaller, so you always settle) - while a gentle step just stands on it. Land on top of another player's head and you spring high into the air. Spawn armor & the room's protection work exactly as before.

Headshots

Every player has a floating sensor dome above the body. A laser bolt or a slingshot stone (or slung item) that hits the dome is a headshot: a flat 300 damage that ignores the difficulty handicap - one zaps an Expert or Intermediate outright, a Beginner takes exactly two. Punches, bananas, boomerangs, airplanes & darts don't care where they land. Your hitmarker rings higher on a dome hit.

Darts

Thirty darts exist in the level, no more, no less, spawning in stashes of 3. A floating, spinning dart is a spawned pickup (it hovers well off the floor - no spawned item ever touches the ground): harmless, and only a player holding the blowgun can collect it (walk over it). A dart lying flat on the ground has landed - off a zapped-out victim, or a miss that hit a wall - and it's a hazard: step on it without the blowgun and it poisons you as if it hit you; with the blowgun in hand you pick it up as ammo. Slingshot players can load either kind and fire it; a slung dart poisons the same. Drop or lose the blowgun and its darts go back into the level. Darts that fall off the stage respawn.

Settings

Press Esc for the pause dialog, then SETTINGS: hold-to-crouch, hold-to-scope, show/hide the music player, show/hide chat, and show/hide the game-message feed - all remembered between sessions, all applied instantly. Hiding chat never loses messages (Tab history keeps every line); Esc backs out of Settings, Esc again resumes.

Fall damage

Only truly spectacular drops hurt (more than about 36 m): 5 health per extra metre, never an instant zap-out. Jumping off the spawn platform is free, and so is a jump boosted by a laser ground-shot.

Recoil

Every gun climbs your crosshair when it fires, and the climb stacks while you keep firing - recovery only starts after a short pause, then your view settles back to where you were aiming. A quick laser tap kicks a little, a full-auto burst walks the crosshair up over the burst, the banana launcher kicks hard. The slingshot, the boomerang and the blowgun don't kick.

Good to know

  • White glow = spawn armor (5s of invulnerability after spawning; firing or punching cancels it).
  • Getting zapped out drops your body at the death spot for ~5s - the camera pulls back so you can watch the aftermath - then you auto-respawn with spawn armor.
  • Getting zapped out also drops everything you were carrying - weapons, your uneaten bread, and anything nocked in your slingshot - right where you fell. Dropped items expire after a few seconds. (A loaf ruined by an interrupted eat is gone, not dropped.)
  • Kills heal you 50 HP. Falling off the world costs a point - your score can go negative.
  • Difficulty picks your health pool (Beginner 400 / Intermediate 300 / Expert 200), and lower-tier players hit higher-tier players harder.

Rounds

A round ends after 5 minutes or when somebody reaches 20 zaps, whichever comes first (the clock sits top-center while at least two players are in). Then everyone freezes for 10 seconds on the scoreboard - zaps, zap-outs, assists (you damaged them within 10 s of someone else's zap), falls - with sarcastic superlatives, and a fresh round starts: scores zeroed, everybody respawned. Hosts set both limits in the Host Game dialog (0 = no limit); the dedicated server takes --round-minutes N and --zap-limit N.

King of the Hill (Host Game dialog "Game Mode", or --mode koth on the server): a glowing gold ring on top of the banana platform - 28 m up, reached by a rocket jump, a slide-jump chain or a head bounce - with a beam you can see from anywhere. Whoever stands in it alone earns a point every second; two or more inside is a contest and nobody scores. The clock shows who holds it. Same round limits (first to 20 points or 5 minutes), same scoreboard and superlatives - zaps still count for the Top Zapper title, but points come from the hill.