Chapter 1 · The Dark WoodcontrolsPlayable

The Controls

Every key can be moved, and every line that names a key names yours.

The keys are drawn on a keyboard in the options, in the Controls tab, the same in the main menu and in the pause: the ones in use are lit and say what they do, and the letters are those of the player’s own keyboard, so on an Italian one the keys after the L carry their accented vowels. It holds from the first step in the dark wood down.

To move one you click a lit key, or choose Change a key and press it, then press or click the new one; Escape cancels. A key that already belongs to something else is swapped, so two things never share a key. A key the drawing does not have, a function key or the numeric pad, is written in a line under the keyboard. The keys are kept in the game’s preferences and not in the save, and only when they differ from the starting ones; Defaults puts them back. Every line in the game that names a key names the one you chose: the satchel’s guide, the notebook, the grips, the hints.

Three things do not move. Escape stays on the pause, the numbers 1, 2 and 3 stay on the answers, and the grips are always W A S D, whatever keys you walk with: they are the gesture of tearing free, not the step. The weapons sit on 1, 2 and 3, bow, Miserere and ribald, which is also the order Lucifer asks for.

The numbers

WhatHow muchWhen
Keys that can be moved16the four of the step, run, jump, breath, use, lamp, satchel, guide, drop, notebook and the three weapons
Weapons1, 2, 3bow, Miserere, ribald; the numeric pad works too, while nothing else sits on it
FixedEscape, the answers, the gripsthe pause; 1, 2, 3; W A S D
Where they are keptin the preferencesonly if they differ from the starting ones; never in the save

As it stood on 22 September 2026.