Guides

Guns and Dragons Controls

Keyboard, mouse, and controller input for ABUTTON's Unreal Engine roguelite FPS.

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PC Controls Guide

ABUTTON Inc. has not published a final public key chart for Guns and Dragons ahead of every playtest patch, but Steam lists full controller support including DualShock and DualSense alongside standard Windows PC input. The game runs on Unreal Engine, so menus, rebinding, and baseline first-person controls follow familiar shooter conventions. This guide gives you a practical default map for the July 30–August 10, 2026 playtest so you can enter runs confidently, then customize in settings once you are in-client.

Pair this page with How to Play for combat flow and Playtest for hardware requirements.

Important note about playtest builds

Playtest executables may rename actions or add temporary debug binds. Treat the tables below as expected defaults, not legal guarantees. Open Settings → Controls (or equivalent) immediately on first launch and verify bindings. Report incorrect defaults on official Discord (discord.gg/ubyEsuCSky) with your build version.

Keyboard and mouse — expected layout

ActionDefault (expected)Notes
Move forward / back / strafeW / S / A / DStandard FPS
SprintLeft ShiftRelease to aim carefully
JumpSpaceUseful for uneven dungeon terrain
CrouchC or Left CtrlCheck both in settings
Primary fireLeft Mouse ButtonFirearms and bows
Aim down sightsRight Mouse ButtonPrecision for snipers and crossbows
ReloadRTiming matters during horde waves
Melee / bashV or FIf enabled on current weapon
Interact / useEAltars, doors, camp objects
Ability 1 / 2 / 3Q / numbersSkill slots if unlocked in-run
Grenade or utilityGIf utility items are active in build
Inventory / mapTab or IVerify in menus
Ping / markMiddle Mouse or ZValuable in Co-op

Mouse settings

  • Sensitivity — Start near 30–50% of your main competitive shooter, then adjust after testing revolver flick shots vs sniper scopes.
  • Invert Y — Personal preference; Unreal titles usually expose toggle.
  • Aim sensitivity multiplier — Lower ADS sens for crossbow headshots on elites.
  • Raw input — Enable if available to reduce acceleration quirks on Windows 10.

Low sensitivity helps track fast magitech projectiles during co-op VFX clutter.

Controller — expected layout

Steam confirms full controller support, including DualShock and DualSense with complete button coverage—not a keyboard-emulation stub. Typical Unreal FPS mappings:

ActionXbox / DualSense (expected)
MoveLeft stick
LookRight stick
SprintLeft stick click (L3)
JumpA / Cross
CrouchB / Circle or right stick click
FireRight trigger (RT / R2)
AimLeft trigger (LT / L2)
ReloadX / Square
InteractY / Triangle
SkillsBumpers or D-pad
PingD-pad up or touchpad click

DualSense haptics may accent magitech weapons—disable if distracting during long playtest sessions.

Rebinding and profiles

Unreal games typically offer:

  • Per-action rebinding for keyboard and controller
  • Separate sensitivity sliders for X/Y and ADS
  • Optional toggle vs hold for sprint and crouch

Create a solo profile and a co-op profile if ping and mark bindings differ by habit. Export screenshots of your layout if you switch PCs between playtest days.

Between runs, camp / offshore base UI uses the same confirm/back keys as combat menus:

  • Confirm — Enter / A / Cross
  • Back — Escape / B / Circle
  • Navigate — Arrow keys or D-pad

Camp spending mistakes hurt meta-progression more than mis-clicks in combat; slow down when investing resources described in Camp and Base.

Accessibility features on Steam

Steam lists several accessibility options for Guns and Dragons that go beyond generic genre advice. Check Settings each patch because playtest builds may expose features gradually:

  • Adjustable Text Size — enlarge HUD labels, altar reward text, and camp menu fonts if default UI feels cramped on smaller displays.
  • Camera Comfort — reduce motion-heavy camera effects during sprint, knockback, or magitech explosions; pair with lower screen shake in video options.
  • Custom Volume Controls — separate sliders for master, music, SFX, and voice help when co-op VFX spam drowns callouts.
  • Adjustable Difficulty — if exposed in-client, use difficulty presets to learn weapon families before pushing deeper biomes.
  • Playable without Timed Input — relevant for players who need to pause at altar screens or avoid strict button-mash QTEs; verify which interactions still require holds during the playtest.

These sit alongside rebinding and controller support. Steam also lists full DualShock and DualSense integration—not partial glyph swaps—so PlayStation players should expect native face-button layouts after calibration.

Accessibility considerations (general)

  • Colorblind modes — Check video settings each patch; not confirmed pre-launch but common in ABUTTON’s genre peers.
  • Subtitles — Steam lists English full audio; enable captions for skill callouts if available.
  • Motion sickness — Combine Camera Comfort with reduced FOV shake, disable head bob if exposed, and lower screen effects when three-player magitech spam fills the screen.
  • Remap hold actions — Toggle sprint helps players with stamina-heavy movement tests.

Co-op communication binds

Even without native voice, assign a fast ping key before queuing with friends. Mark elites, altar choices, and extract votes clearly—see Co-op. Push-to-talk outside the game (Discord/Steam overlay) avoids binding conflicts.

Pre-session checklist

  1. Update GPU drivers for DirectX 12 stability (Playtest specs).
  2. Launch game → open Controls → verify fire, aim, interact, and ping.
  3. Test firing range or first room with chosen weapon class.
  4. Switch controller vs mouse before committing to a deep run.

When official charts release

ABUTTON may publish definitive bindings on Steam news or Discord when the playtest stabilizes. This wiki page will align with those charts when verified. Until then, in-client settings beat outdated forum screenshots.

Comfortable controls let you focus on altar decisions and magitech weapon evolution—the systems Guns and Dragons is built to showcase.

FAQ

Frequently Asked Questions

Quick answers to the most common questions.

Does Guns and Dragons support controllers?

Steam lists full controller support, including DualShock and DualSense. Rebind in Settings after launching the playtest client.

Can I rebind keys in Guns and Dragons?

Unreal Engine titles typically allow full rebinding. Open Controls on first launch—playtest patches may add or rename actions.

What are the expected movement keys?

WASD move, Space jump, Shift sprint, and C or Ctrl crouch are standard. Verify in-game because playtest builds can differ.

Is there a ping button for co-op?

Expect middle mouse or Z on keyboard and D-pad options on controller. Confirm in settings before [Co-op](/guides/co-op/) sessions.

What accessibility features does Guns and Dragons support?

Steam lists adjustable text size, camera comfort, custom volume controls, adjustable difficulty, and playable without timed input. Verify each in Settings during the playtest.

Where are official final key charts?

ABUTTON has not posted a complete public chart yet. Use in-client bindings during the playtest and watch Steam news for updates.