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The Settings screen

Keys and controller, picture, sound and music levels, less screen shake, vibrate, and the first steps again.

Status: Built on 14 Nov 2026 (not yet play-checked by the owner) · Last checked: 14 Nov 2026

Settings is where you fit the game to your hands, eyes and ears: keys and controller, the picture, the sound, and a few helpers. Every choice is remembered on your device, and none of them changes how the fight plays.

How to open it

From the main menu, from the pause screen, or with the key O during a fight. Tabs run down the left; Done or Back leaves. On a gamepad the two shoulder buttons step through the tabs.

Controls, on a computer

The list shows every action with its key and its gamepad button.

Action Key at the start
Move and aim Arrows (fixed; on a gamepad the left stick or the d-pad)
Attack A
Skill 1, 2, 3 Q, W, E
Ultimate R (the three skill keys together fire it too)
Guard D
Jump Space
Sprint Shift (either one)
Pause Esc

Changing a key. Tap a slot, then press the new key or gamepad button. The slot shows "PRESS" while it waits; Esc cancels.

Rule
A key already in use The two actions swap keys, and the screen says so ("A was on Guard. Swapped.")
The arrows Cannot be given to an action: they move and aim
Esc Always pauses, whatever the Pause key is, so the pause can never be lost
Changed keys Shown in sun colour
Reset Puts every key and button back where it started

The help text on the left of a fight and the training move list name the keys in use. More on the keys: Controls.

The controller panel

The Controller button on the Controls tab opens the choices of the gamepad that is connected.

Row Choices
Button names What is printed on your buttons: letters, shapes, or plain names. The key list then shows those names
Layout Triggers (guard and sprint on the triggers, Skill 3 and the ultimate on the shoulders) or Bumpers (the other way round, for pads with stiff or no triggers). After changing single buttons it reads "Your own buttons."
Vibrate on a hit On or Off. Greyed out when the pad cannot vibrate
Dead zone Small, Normal, Large: how far the stick must be pushed before it counts
Set up For a controller the game does not know: it asks for the buttons one by one and remembers them

Controls, on a phone

Row Choices
Button size Small, Medium, Large
Sides Stick left, or stick right for left-handed players
Vibrate on a hit On or Off

A see-through preview of the fight buttons shows the size and the side picked. The vibrate switch is one switch for the phone and the gamepad.

Picture

Row Choices
Camera Whole stage, Closer, Closest
Haze and light On or Off. Off helps a phone that is working hard; the fight stays the same
Night mode Off, Soft, Strong: see Night mode

Sound

Two levels, Music and Effects, each with - and + buttons. The lowest step is off.

Language

English. Other languages come later.

Help

Row Choices
Colour-blind help Off or On: adds player numbers and marks that do not rely on colour
Screen shake Normal or Less
First steps Starts the one-minute lesson again
Nerd section: the exact numbers
What Value
Sound levels Each from 0 to 10; 0 is off
Music at the start 6
Effects at the start 8
Screen shake "Less" Leaves about a third of the shake
Button names Xbox letters, PlayStation shapes, Switch letters, or plain names: the names printed on the three common kinds of pad
  • Testing. A last tab, set apart, with the options used while the game is being made, among them the test field. It goes away before the game is out.
  • Option lists open as small windows over the screen.
  • One action list feeds the key list (src/input/bindings.ts); pad names come from src/input/padProfiles.ts.