Controls

You can change your keybinds at any time here:

CommandButton

Interface

At the top left you'll see all the menu buttons with their corresponding hotkeys. Take a look at what they do, especially the emotes menu. Notably, the Admin Help (ahelp) menu button will become red if an admin is trying to contact you.

### Action bar Below the menu buttons, there's the action bar that shows buttons for generic and equipment-dependent actions your character can perform. Hover over them to learn their function.

It's also a hotbar — perform those actions by pressing their corresponding number keys on your keyboard. Rearrange them by dragging one icon over another, or remove icons temporarily by dragging them away.

### Status bar Below the chat window on the right, there's the status bar showing your character's statuses. As with the action bar, hover over those icons to see what they mean.

Some of those icons can also be clicked. For example, if your character ever catches on fire, a fire icon will appear. You would click Use on it to drop and roll. The same applies to breaking handcuffs if you need to escape restraint.

### Inventory bar Along the bottom you’ll find the inventory bar that contains all the icons related to your equipment and storage, left to right:

  • clothing inventory (bottom left corner) — opened with OpenInventoryMenu — has slots for eyes, head, neck, face, ears, body, external, hands, and shoes,
  • PDA slot — used to store a usable PDA that holds an ID and a pen,
  • belt slot — used for toolbelts and jetpacks,
  • back slot — normally used for satchels, backpacks and duffel bags, but it can also store medium to large weapons, and full-sized air tanks.
  • hand slots — you can think of them as transfer slots,
  • pocket slots — useful for storing small items for easy access,
  • suit storage slot — usable only when wearing a space suit, hardsuit or armor.

Meant for air tanks and jetpacks, but can also hold guns.

Note: non-humanoid species may have slightly different slots.

Movement

To move your character around, use MoveUpMoveLeftMoveDownMoveRight.

Carried objects and afflictions influence your movement speed, but you can also hold Walk to walk. This reduces your speed and helps you avoid slipping and falling over when walking over slippery hazards like banana peels or spills. \nNote: walking can be switched to a [bolditalic]toggle[/bolditalic] in the controls menu.

### Spacewalks If you find yourself in zero gravity, you'll still be able to move — although with reduced friction — as long as you're within reach of any structure.

If you drift completely off station and into space, you'll need to use the laws of motion, such as by throwing objects in the opposite direction.

Hands

Your character’s hands are represented by hand slots, which are centered along the bottom of the screen.

  • One of your hands is always the active hand.
  • Swap hands with SwapHands to control which one is active.
  • Take items into your active, empty hand with Use.
  • Use Use to put a held item from your active hand somewhere else, or to use it on something or someone, depending on the context.
  • Pay attention to your active hand when interacting with the world to prevent accidentally using held items.

Items cannot be transferred by drag and drop.

### Dropping and throwing Use Drop to drop (or place) an item from your hand within arm's reach. \nThrow items to your cursor with ThrowItemInHand.

### Pulling and pushing You can pull movable entities — items, objects, and mobs such as players, as long as you have an empty hand.

  • Use TryPullObject to start pulling.
  • Push pulled entities to your cursor with MovePulledObject.
  • To release, press ReleasePulledObject or pull the same entity again.

You can also use Drop to release pulled entities from your active hand.

Interactions

The game features six types of context-sensitive interactions, accessible through different methods.

### Standard and alternative Clicking Use performs standard interactions. They heavily depend on the item you're holding and what you click on.

Standard interactions range from clicking tables to put held items onto them, to using objects in the world with empty hands, and most commonly, using held items to interact with mobs and with other items.

In some situations, you can directly swap items by clicking on a machine while holding an item. For example, while holding a beaker, click on a machine storing another beaker. This also works with air tanks and canisters.

Some items have alternative interactions — use AltActivateItemInWorld to lock lockers, eject subitems such as batteries from other items, etc.

### Activation Interact with objects such as containers even when your hands are full by performing activation interactions with ActivateItemInWorld. This allows you to, for example, open containers without picking them up, open doors without using the item you're holding, and to cycle guns.

Notably, press ActivateItemInWorld on a mob to open the strip menu, allowing you to view their inventory — which lets you try to take off or steal items from them.

### In-hand Many items also have use-in-hand interactions, such as opening bottles, wielding two-handed guns and big melee weapons with both hands (clubs, spears, axes, mops, shotguns, etc.), cycling guns, or toggling syringes between injecting and drawing.

You may just perform in-hand interactions by clicking Use or AltActivateItemInWorld on your active hand, but it's worth remembering the hotkeys — ActivateItemInHand and AltActivateItemInHand for standard and alternative in-hand interactions, respectively.

### Click and drag You can "use" an entity on another entity by dragging one onto another with Use. (Not to be confused with pulling.)

Use it to:

  • Place or force a mob (player or NPC) on a chair, bed, into a cryogenic chamber, disposal unit, etc.
  • Climb yourself onto a table — you can also click AltActivateItemInWorld on the table.
  • Open the strip menu by dragging another mob onto your character — which is also doable with ActivateItemInWorld, as mentioned earlier.
  • Pour the contents of a liquid container (janitorial trolley, bucket, beaker) into another container, a drain, a machine, etc. But first, remember to place the container on the ground — you can't do it from your inventory.

### Pointing Use Point to point at a location in the world, creating a temporary arrow visible to everyone.

### Conclusion The main interactions are:

  • [bolditalic]standard[/bolditalic] (Use),
  • alternative (AltActivateItemInWorld),
  • activation (ActivateItemInWorld),
  • [bolditalic]use-in-hand[/bolditalic] (ActivateItemInHand),
  • alternative use-in-hand (AltActivateItemInHand),
  • click and drag.

Don't worry about having to memorize them — they're usually intuitive and consistent across entity categories, and you'll find that most entities only use one or two interactions.

Items stored in containers are still interactable.

Context menus

Click UIRightClick on any interactive entity to open the context menu, which shows you additional interaction you can currently perform. The context menu can offer interactions such as:

  • transferring all contents from a container held in your active hand to another container,
  • splitting item stacks using presets,
  • choosing more precise transfer amounts for chemicals,
  • showing deconstruction steps for objects.

If you click UIRightClick on a pile of items, you'll open the entity menu, listing overlapping entities you can interact with normally.

### Examining If you're ever unsure about any entity, whether it's an object or a mob, examine it with ExamineEntity. You can also examine items listed in the entity menu.

Besides viewing the entity's description, you'll see some icons in the bottom right of the menu:

  • a question mark icon that links to the appropriate guidebook section,
  • a lightning icon to view the item's statistics,
  • a heart icon to view a mob's health,
  • and more.

Inventory and clothing

All items can be equipped/unequipped by using Use on the appropriate slot.

The easiest way to wear (or equip) a piece of clothing is to use it in your active hand with ActivateItemInHand. Some items don't support this, so you may need to manually equip them them in the appropriate slot.

Some clothes have internal inventories and behave like containers.

### Item stacks To halve a stack of items, use AltActivateItemInWorld.

### Back and belt slots If you have a bag or a belt, open their inventories with ActivateItemInWorld or by clicking the mini-icons in the bottom right of their icons. You can also use the OpenBackpack and OpenBelt hotkeys for that.

### Smart-equipping You can quick-move items between your active hand and a corresponding slot. If that slot has a container in it, this action will quick-store or quick-take the most recent item from that container (signified with a golden star icon in the container).

  • SmartEquipBackpack smart-equips the back slot.
  • SmartEquipBelt smart-equips the belt slot.
  • SmartEquipPocket1, SmartEquipPocket2, and SmartEquipSuitStorage smart-equip the left pocket, right pocket, and suit storage slots, respectively.

### Organizing grid inventories Rearrange items by dragging them with MoveStoredItem. While dragging, rotate them with RotateStoredItem.

Click SaveItemLocation on an item inside a container to save its position, so it always goes back to that position when stored. View saved positions by hovering over items.

Camera

Zoom the camera with ZoomIn and ZoomOut and reset with ResetZoom. \nRotate it with CameraRotateLeft and CameraRotateRight and reset with CameraReset. \nNote: maps are generally designed to be played with the default camera rotation.

For more details about controls, you can refer to the Wiki.