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Controls and Interface - Version 1 vs Version 2
Jul 22, 2026, 03:08 AM
Created page with the published quality-of-life and control features and the camera statements
Jul 22, 2026, 03:20 AM
Restored and added in-page screenshots (1) (2026-07-22)
11The developer has published a set of the control and quality-of-life features in Dust Front RTS, describing them as partly ordinary for the genre and partly specific to this game. What follows is only what has actually been shown or written about. No full keybinding list has been published, and key rebinding is still listed as in development, so this page does not attempt a keybind table. For what those controls are used on, see the Gameplay Overview.2233Tactical Pause4455The game includes a tactical pause. The developer added it for players who do not want the pace of the battle to dictate how fast they have to decide: you can stop the action and issue the orders you need. Construction visualisation zones and unit behaviour both continue to work correctly under pause after fixes made during the demo.6677Selection and Control Groups8899Double-clicking an object selects every object of that type on the screen, which is standard. Dust Front adds a toggle that removes the screen limit, so the same double-click selects matching objects across the entire map. The developer notes this is most useful for finding buildings when you have not set up a control group and do not want to hunt across the map for them. With the toggle off, buildings that are off screen are included in the selection.10101111Control groups can be created by holding the T key together with a number, not only with the usual modifier key.12121313Movement and Formations14141515Holding the right mouse button and dragging in a direction moves units while setting their facing, and produces a formation in which they distribute themselves automatically into rows and a line. Arranging units into multiple rows requires a large enough force. A demo fix later made the drag formation effect apply per position rather than to the group as a whole.16161717Units also carry preferred target types. If a tank sees a priority target within its line of sight, it switches to that target on its own, so attack priorities do not have to be micromanaged every time.18181919Placement and Abilities20202121Two features stand out as specific to this game.222223+2324FeatureWhat it doesRepositioning the placement phantomAfter marking where a heavy vehicle should deploy, you can select the placement projection itself and move it rather than cancelling and starting overBomber flight correctionChoosing a tactical ability from the left panel calls in a bomber; after setting the bombing direction you can still adjust the aircraft's flight path once it is on its way2425The tactical abilities on the left panel are also how aircraft support is called into a battle, which matters for dealing with entrenched artillery as described under Units and Armies.25262627The Camera27282829The camera does not look straight down. It sits at an angle, looking slightly into the depth of the front line, which the developer treats as part of the game's feel rather than a setting to be tuned away.29303031He has addressed the requests around it directly. The camera angle will most likely not change. The zoom level is undecided, and he has said he is looking for a solution rather than the partial measures usually suggested. He has also pointed out that the camera already sits higher than in many classic strategy games and many recent ones, and that adjusting to it is mostly a matter of habit. Camera controls using the standard movement keys are not in the game, but he has said he does not object to adding them for players who prefer that scheme, noting that hotkeys would have to move to make room, and that key rebinding is already listed as in development.31323233Visual Options33343435A dithering effect is applied by default and can be turned off, which the developer confirmed when asked about the grain visible in early trailer footage.35363637Learning the Game37383839A basic tutorial is included, which you can run through and return to in order to check the fundamentals. The developer has deliberately kept written explanations short beyond that, saying he does not want to take away the feeling of discovering things for yourself. Reporting forms for bugs are likely to appear in the future; for now feedback is handled through the community channels.39404041Announced but Not Yet In41424243Several control and convenience features have been named as planned or in development rather than shipped. Treat everything in this list as unconfirmed until it appears in a build.43444445Auto-cast and mass selection for repair abilities, which were planned before the demo but did not make it inKey rebinding, listed as in developmentCamera control on the standard movement keys, described as something the developer does not mind addingAny change to camera zoom, which remains undecided