Prelude Dark Pain Keyboard and Mouse Controls
Default PC bindings for map and battle
Prelude Dark Pain on Steam is built for keyboard and mouse, with Quickfire Games refining bindings throughout demo and Early Access feedback cycles. This reference covers the default PC layout for world map navigation, Citadel menus, and tactical combat as of Act 1 launch. Bindings may shift in patches—verify under Options after major updates. For initiative queues, battle points, and defend actions, continue to combat UI and battle flow.
Camera and map navigation
On the Statera overworld, move the camera with edge scroll or middle-mouse drag depending on your settings. Right-click drag often rotates the view in battle; on the map, left-click selects destinations and confirms travel along unlocked paths. Hover patrol icons to preview faction identity before triggering random encounters.
Keyboard WASD or arrow keys pan the camera when enabled in Options. Space commonly recenters on your party marker—useful after dialogues that snap the view elsewhere. Escape opens the system menu or backs out of nested Citadel screens without canceling unconfirmed choices.
Unit selection and movement
In combat, left-click selects a hero or enemy. Click an empty tile to path your active unit using default movement range highlighting. Right-click typically cancels a pending action or deselects. Hold shift while hovering to inspect tile elevation and flanking angles when the game displays bonus indicators.
Number keys or hotbar slots activate assigned skills once a unit is selected. After choosing a skill, the cursor changes to targeting mode: valid tiles highlight green, invalid red. Confirm with left-click; right-click or Escape cancels and refunds battle points if the action has not locked.
Skills, attacks, and defend
Each hero spends battle points on skills, movement, a basic attack, and optionally defend. The sequence is flexible—skills do not end your turn outright, which differs from many tactical RPGs. Plan rotations documented on squad composition guides with this freedom in mind.
Basic attack executes after positioning unless you spend remaining points on defend. Defend mitigates incoming damage and reduces flanking vulnerability until the hero’s next turn. Mouse players should hover enemy portraits in the initiative strip to see who will act before your unit finishes spending points.
Menus and Citadel management
Tab or dedicated inventory keys open character sheets where you respec talents and equip gear. Drag-and-drop handles item swaps when supported; otherwise click-to-select flows apply. Citadel crafting and raid assignment screens reuse confirm on Enter and cancel on Escape in most builds.
Before mandatory story battles, review unavailable heroes—raided companions grey out in roster pickers. The map hub explains timing; controls-wise, unavailable slots simply refuse selection with a tooltip.
Keyboard shortcuts summary
| Action | Default input |
|---|---|
| Select unit / confirm | Left mouse |
| Cancel / deselect | Right mouse or Escape |
| Camera pan | WASD or edge scroll |
| Rotate camera | Middle-mouse drag or Q/E |
| Skill hotbar | Number keys 1–4 |
| End turn | Enter or on-screen button |
| Character sheet | C or inventory icon |
| System menu | Escape |
Exact labels vary slightly by patch; treat the table as a baseline and screenshot your Options screen for personal notes.
Mouse-only workflow
You can complete the game without keyboard shortcuts. Click skill icons instead of number keys, use on-screen end turn, and pan with edge scroll only. Keyboard paths simply reduce clicks during long Act 1 sessions with nine recruitable heroes and sixty-three skills to manage.
Accessibility and rebinding
Open Options from the main menu or pause screen to remap keys if your build includes rebind support. Quickfire has prioritized reducing redundant key presses—older demo guides may list deprecated confirmations. After rebinding, test one skirmish on the world map to ensure defend and cancel still map cleanly.
Linking input to strategy
Fast camera rotation helps verify Maya knockback lines and Gala barrel radii before confirming. Taunt timing for Tammais improves when you watch the initiative bar while hovering targets—see the combat UI page for panel locations. Efficient input will not fix a missing tank slot; pair these bindings with hero rankings when learning Act 1.
The embedded video above walks through early tutorial movement and first combat encounters if you prefer visual confirmation alongside this text reference.
Frequently Asked Questions
Quick answers to the most common questions.
Can I rebind keys in Early Access?
Options includes remapping on current Steam builds, though menu labels may change. Always test cancel and defend bindings after edits.
Does right-click cancel cost battle points?
Canceling before an action locks should refund spent points. Once damage numbers appear, the action is committed.
How do I end my turn without the keyboard?
Click the End Turn button on the combat HUD. Enter is the default keyboard shortcut for the same action.
Are there touch or controller schemes?
No. Early Access PC release targets keyboard and mouse; this page documents that layout only.