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Player Manual ​

How to play. Read in order if you're new to Q3/Warsow-style arena shooters; jump around if you're not.

PageCovers
Your First MatchA walkthrough for new players: from the lobby to your first frag
MovementStrafe / bunny hop / wall jump / ledge grab / crouchslide / ladders / water / lifts
WeaponsEvery weapon's damage, fire rate, ammo, splash, niche
Pickups & InventorySlot mechanics, swap prompt, ammo + health + armor
HUDReading the heads-up display
Match Flow and ScreensWarmup to result screen, the scoreboard, round results
Damage and Combat RulesHit locations, armor, splash falloff, knockback, self damage
SettingsControls, crosshair, team colours, video presets, audio, and console-only variables

Controls (default) ​

KeyAction
W / A / S / DMove
MouseAim
SpaceJump (hold for bunny hop); fly up while spectating
Ctrl / C / Mouse 3Crouch (crouch while running fast = slide)
ShiftWalk (with Always run on, the default) or run (off); fly down while spectating
Mouse 1Primary fire
Mouse 2Aim-down-sights (where supported)
1–9Switch weapon slot
Mouse wheelNext / previous weapon
QBlade (second key for slot 1)
FPickup / interact
RReload (where applicable)
TabScoreboard (hold)
T or EnterGlobal chat
YTeam chat
F4Ready up (warmup)
JJoin game (while spectating)
` (backquote)Open console

Movement and combat keys are rebindable in Settings → Controls or through bind. Menu, scoreboard, chat, console and join keys are fixed. See Settings.

A note on physics ​

Movement uses the same FPSSimulation on the client and the server. The client predicts your motion locally so input feels instant; the server authoritatively re-runs the same simulation and corrects you if you drift. The result is responsive movement that's still cheat-resistant. Concretely:

  • You will sometimes feel a tiny "snap" when packet loss happens — that's reconciliation. The visual smoother in the engine takes the edge off it.
  • The numbers below (jump velocity, slide duration, etc.) are server-authoritative defaults. Some can be overridden by cvars in singleplayer / dev; competitive servers lock them.

See the Movement page for the exact values.

Built on the SHAG Engine.