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Controls - Version 1 vs Version 2
Aug 27, 2026, 01:20 AM
Initial version (2026-08-26)
Aug 27, 2026, 01:24 AM
Added the published default control-scheme diagram
11Overview2233The developers published a full default control scheme for Blight: Survival in a September 2025 development update, showing an Xbox pad and a PlayStation pad side by side with every binding labelled. The screenshot carries a July 2025 capture stamp and the studio's standing "in development, content subject to change" watermark, so the layout describes the build at that point rather than a shipping control scheme. It is still the only complete controls reference the studio has released, and several systems appear in it that are described nowhere else, including a proximity chat toggle and an emote wheel.4455Nothing on this page is a keyboard-and-mouse mapping. The developers have confirmed full controller support and say the game is designed to be played with either a gamepad or keyboard and mouse, but no keyboard layout has been published.6677Default Gamepad Layout8899Every binding below is taken from the studio's published diagram. Where a control has two behaviours, the second is on a hold or a double tap rather than a separate button.101011+1112XboxPlayStationActionLTL2Left attack. Heavy left attack on holdRTR2Right attack, throw and shoot. Heavy right attack on holdRBR1Centre attack. Heavy centre attack on holdLBL1Parry. Block on holdACrossDodge. Roll on double tapBCircleCrouch and standYTriangleInteract. Grab while in stealthXSquareKickLeft stickLeft stickCharacter movement. Sprint on holdRight stickRight stickCamera control. Lock on and off, and change target while locked onDirectional padDirectional padWeapon and consumable wheel, proximity chat toggle, sheath and unsheath, emotesViewCreate/ShareInventoryMenuOptionsSettings and pause menu1213Attack Inputs13141415There are three attack directions, not a free-aim swing arc: a left attack, a right attack and a centre attack, each on its own trigger or bumper. Holding the same input produces the heavy version. That gives six melee attacks before weapon choice, stance or posture are taken into account, and it is the mechanical basis for the developers' description of the combat as "a hybrid between Dark Souls and Mount and Blade."15161617The right attack input doubles as throw and shoot, which is how ranged options are expected to sit alongside melee rather than occupying a separate weapon slot. The developers have said ranged weapons are an area they are expanding. See Weapons and Equipment for what has actually been shown.17181819Defence and Movement19202021Parry and block share a single input, with a tap parrying and a hold blocking. That is a deliberate design decision rather than a convenience: it means committing to a block costs the same finger as attempting a parry, and the two cannot be layered. Dodge and roll share the same relationship, with a double tap converting a dodge into a roll.21222223Sprint sits on the left stick click, and crouch and stand share a single button. Lock on is a right stick click, with the same stick used to change target while a lock is held.23242425Interaction, Stealth and Utility25262627Interact and grab share a button, with grab being the stealth behaviour of the same input. Kick has its own dedicated button rather than sharing one with an attack, which puts shoving out of an attack chain on the same footing as swinging. See Finisher System for how those executions are triggered.27282829The directional pad carries four functions rather than four directional inputs: a weapon and consumable wheel, a proximity chat toggle, sheath and unsheath, and emotes. The weapon and consumable wheel is how remedies and secondary weapons are expected to be reached mid-run without opening the inventory.29303031Proximity Chat and Emotes31323233Both appear on the directional pad in the published layout and neither has been described in a written update. Proximity chat is the more consequential of the two: in June 2025 the developers called it something they were experimenting with, and said that if it shipped, non-player characters would react to sounds picked up through it. Its presence as a bound toggle six weeks later puts it in the build. See Co-Op for how that interacts with the noise rules that govern detection.33343435Helmet Collision Avoidance35363637A 2023 studio video demonstrated what the developers called an automated helmet collision avoidance system, an animation layer that keeps a helmeted character from clipping through the world during traversal. It is not a player-facing control and has no binding, but it is the only movement-system detail the studio has shown in isolation, and it explains why traversal animation reads as heavier than a standard third-person template.37383839What Has Not Been Published39404041The studio has released no keyboard and mouse mapping, no remapping or accessibility options, no deadzone or sensitivity settings, and no separate console layouts beyond the two shown. Nothing has been said about whether the layout differs between solo and co-op play, or whether the directional pad functions can be reassigned. The diagram itself is marked as subject to change, and the developers have not restated it since. See Platforms and Technical Details for confirmed controller support and platform information.