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Platform Adaptations

The flow described above is the Desktop experience. Other platforms adapt the same flow to their input model:

PlatformLayout AdaptationInput Adaptation
Desktop (default)Full sidebar, mouse precision UIMouse + keyboard, edge scroll, hotkeys
Steam DeckSame as Desktop, larger touch targetsGamepad + touchpad, PTT mapped to shoulder button
TabletSidebar OK, touch-sized targetsTouch: context tap + optional command rail, one-finger pan + hold-drag box select, pinch-zoom, minimap-adjacent camera bookmark dock
PhoneBottom-bar layout, build drawer, compact minimap clusterTouch (landscape): context tap + optional command rail, one-finger pan + hold-drag box select, pinch-zoom, bottom control-group bar, minimap-adjacent camera bookmark dock, mobile tempo advisory
TVLarge text, gamepad radial menusGamepad: D-pad navigation, radial command wheel
Browser (WASM)Same as DesktopMouse + keyboard, WebRTC VoIP

ScreenClass (Phone/Tablet/Desktop/TV) is detected automatically. InputCapabilities (touch, mouse, gamepad) drives interaction mode. The player flow stays identical — only the visual layout and input bindings change.

For touch platforms, the HUD is arranged into mirrored thumb-zone clusters (left/right-handed toggle): command rail on the dominant thumb side, minimap/radar in the opposite top corner, and a camera bookmark quick dock attached to the minimap cluster. Mobile tempo guidance appears as a small advisory chip near speed controls in single-player and casual-hosted contexts, but never blocks the player from choosing a faster speed.