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Tutorial:Player Movement

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Revision as of 17:22, 18 May 2026 by Gatehouse (talk | contribs)

This page is a Work in Progress as much of the lore/Development for the game is yet to be established.

Build Compatibility: This tutorial was last verified for Build 0.227.0.8. If you notice discrepancies in a newer version, please update the guide or flag it for review.


This tutorial covers the fundamentals of player movement and exploration. These include walking actions, manoeuvres and toggling the pace of travel. Learning these is essential for all players in order to function as a crew member or as a passenger.

For a full list of keybinds always refer to the main Controls page.

Directions Basics

Movement is available on three different axes:

  • X: movement to the left or right
  • Y: movement either forward or backwards
  • Z: movement either upwards or downwards

Direction of View

Movement is always relative to the direction the player is looking. Angled direction will only take place from the point where the player (or avatar in third person modes) stands, affecting where they look but not where they move. These are restricted to the X and Y axes, with positive movement required if you want to face forwards. The player will also need to look directly at objects if they wish to interact with them (see: Tutorial:Interaction Basics)

Default Key: Move Mouse
How it works:
   Move the mouse in the direction you wish to face, for example left if you want to turn left or forwards if you want to face ahead.

Basic Movement

Player movement such as walking and running is controlled with the keyboard. You will have to use various keys to move the player character around. Movement around the game world is restricted to the X and Y axes. There are four directions in which the player can move: forwards, backwards, left and right; however, keys can be combined to travel in angled directions (e.g. press the W and D keys to move in a forward-right direction). The Z axis currently has no relevance to the direction of travel. For example, a player wishing to look up and pressing W would move towards and along the Y axis rather than the Z axis.

Forward The player moves towards the direction they are facing on the Y axis.

Default Key: W

Backwards The player moves backwards in the direction they are facing on the Y axis.

Default Key: S

Strafe Left The player moves leftwards on the X axis, relative to where they are facing.

Default Key: A

Strafe Right The player moves rightwards on the X axis, relative to where they are facing.

Default Key: D

Speed

Toggle Walk

The player character can currently move at two speeds and can switch between them during movement without having to pause. By default, the player character will jog when a session is newly loaded. The speed of movement can be altered with the Toggle Walk button.

Default Key: Left Alt
How it works:
   Pressing the button will toggle between the two forms of walk:
   Jog: the player character runs at a medium pace
   Walk:the player character moves at a slow pace

Sprinting

The player character can run around the world at a fast pace:

Default Key: Left Shift
How it works:
   whilst held, the player character will run at a fast pace around the world
Notes: If released, this key will reset the player's movement to a jogging pace.

Controlling the Z Axis

The player can change the character's movement on the Z axis to a limited degree. This is possible by travelling to higher levels on surfaces or structures supporting it; often through travelling up or down stairs, or using lifts. The player can also use certain mechanics to get down lower or get on top of objects that they cannot ordinarily walk onto.

Jumping

The player can perform a jumping action in-game. Jumping will need to be done in order to stand on certain furniture or objects. Jumping as an action ceases if the player collides with an object, either in front or above. It cannot be used either, if there is too little headspace to support the player's character.

Default Key: Space Bar
How it works:
   When pressed, the player character performs a jump. Jumping can be done when travelling in a direction such as forwards or whilst strafing.

Crouching

The player can crouch down to get lower to the ground they are standing on. It can also be done to pass under certain obstacles or get to a better position to interact with objects. Crouching can be done by pressing the crouch key and the player will remain in this position whilst moving. Crouching ends when the crouch key is pressed again, the player jumps or ragdoll mode is activated. If in a space too low to stand up in, the player character remains crouched until it enters an area with enough space to stand up in.

Default Key: Left Ctrl
How it works:
   When pressed, the player character adopts a crouching position, allowing passage under obstacles or interaction with objects on the floor. When pressed again, the player character stands up.

Advanced/Miscellaneous Movement

Forward Roll

The player can perform a forward roll, where their character gets lower onto the ground and twists their body along the floor on the Y axis forwards. By default, the character will stand again after the roll. In a low headroom environment, they will instead crouch and remain like that until they enter an environment high enough to stand up in. The roll manoeuvre can be used to pass under obstacles, though may be useful to tactical officers in combat scenarios, too.

Default Key: Double Left Ctrl
How it works:
   Double tap the key to use. The player character will roll on the ground to pass under an obstacle, either remaining crouched if the environment is too low or standing if in an environment high enough for them.

Ragdoll Mode

In current demos, the player can cause their character to enter Ragdoll Mode. This will shift their view into third person mode and turn their character into a ragdoll, meaning they drop to the floor and their appendages are affected only by the environment. When the player presses another key, ragdoll mode is deactivated and the player stands up to return to their normal control mode. Ragdoll mode can be usefully used in order to enter areas where the player is too small, either due to their shape or not being manoeuvrable enough to squeeze through, or to test the physics at play in the environment.

Default Key: X
How it works:
   When pressed, the player character stops moving and collapses. Arms, legs and head are not affected by control, only by the environment.