Getting started

Everything opens on the main menu. From there you either host a game or join one -- and which of the two this copy of the game is, is decided right there and can be changed as often as you like.

Hosting

Host Game picks a mode and starts a world.

A browser cannot host: a web page has no UDP of its own, so its Host Game instead asks the playtest box to spawn a dedicated game on the map you picked and joins it when it comes up. Either way you get a game of your own, listed for everybody else.

Joining

Join Game takes an address -- a friend's machine, a box on the LAN, with or without a port -- and dials it. Or Browse Playtest Box lists the games running on the public box, one row per game with what it is and how full it is. Click a row to join.

The pause screen

Esc closes any open window, and otherwise brings up the pause screen: Resume, Settings, View Controls, Leave Game, and Quit.

Whether the world actually stops under it is a question about the room, not the button. Alone in a game of your own, it stops. With anybody else in it, it cannot -- a host with company keeps serving, and a client never pauses somebody else's game.

Settings

Settings is the window for this machine alone, kept in settings.cfg beside the game (a browser keeps it in the page's own storage). The left column is the sound -- overall, effects, music, and the voice chat, each its own slider -- and the mouse's sensitivity. The right is the picture: the display mode and the window's size, and then the graphics, each of which can be turned down or off on a machine that struggles.

Nothing in it is on the wire: what you see is yours, and everybody else's game is their own.

Controls

F1 in game shows all of this in a window.

InputWhat it does
`W A S D`Move
MouseLook
`Shift`Sprint, while the stamina lasts
`Space`Jump. On a wall: springs off, or hops along it
`Space` (rooted)Tear at the web or snare holding you -- each press takes a little off
`Ctrl`Crouch (held). Beats the sprint; a jump stands you up
`W` `W`Two quick taps of a walk key: **dodge roll** that way, untouchable
Left mouseYour **right** hand
Right mouseYour **left** hand
Either button, crosshair yellow**Use what is in front of you** -- pick it up, open it, pull it, sit on it
Either button, held over a body**Pick a downed teammate up**
Either button, held on the floor**Give up** -- you are the one down
`1` `2` `3`Swap that belt slot with your offhand
`F`Pull a thorn or an arrow out of yourself. The arrow hurts coming out
`Q`Wave
`T`Hold to talk. Wizards near you hear you, quieter the further away
`E`Equipment window
`C`Character sheet
`M`Map
`L`The playtest box's game list
`V`First / third person
`Esc`Close a window, else pause
`F1`This table, in game

Your two buttons

This is the one idea the whole game runs on. Every item names a click and a hold, and putting it in a mitten puts those two things on that mitten's button. Nothing else decides what a button does.

So a sword clicks to swipe and holds to charge a bash. A spellbook holds to charge and releases to cast. A bow holds to draw. A potion clicks to drink and holds to aim a throw. A shield holds to guard and clicks to bash. A bare mitten punches on a click and grabs on a hold.

The card in the equipment window always says which is which.

The HUD

What to do first

  1. Look around the camp. Sit on a log. Someone will fall in the fire.
  2. Open E and find out what your class gave you.
  3. Follow a dirt path. Paths always go somewhere and are always walkable.
  4. Loot a chest, pick some mushrooms, and be careful which ones you eat.
  5. Find a stone arch, stand on the pad, and go down together.
  6. When somebody goes down, go and pick them up. The clock is shorter every time.