Bindings scraped live from project.godot

Controls

Two hands, two jobs. The left hand decides where you go; the right hand decides what happens to the puck. Everything below works on a controller and on mouse and keyboard — neither is a port of the other.

Jump to Skating Looking Pass & Shoot Abilities Camera tuning Every binding

Skating — the stick is read as zones

The left stick is not a direction. It is an angle, and the angle decides whether you are driving, carving or stepping sideways.

Straight aheadWithin 35° of straight up — full speed, no turn. A thumb resting slightly off centre still skates straight. 35°–75°Carve. Drive forward and turn at the same time. How far round you push sets how hard you turn. 75°–105°Sidestep. Move laterally without turning — your body keeps looking where it was. 105°–145°Reverse and turn, mirrored from the forward carve. 145°–180°Straight backwards.
Tight turn versus wide sweepthe one that is not obvious

Angle is how hard you carve. Magnitude is how hard you drive. They are independent, and that is the whole control:

  • Full stick at 45° → fast, wide arc. The come-around.
  • Light stick at 70° → slow, tight pivot. The sharp turn.

So you ease off the stick to tighten the turn, which is what a skater actually does — you cannot hold a tight edge at full flight.

Your edges also cap how tight you can go, and the cap bites harder the faster you are moving: the fastest you can turn is edge grip ÷ speed. At a crawl anybody can pivot on the spot; at full speed only good edges hold a tight line. A weaker skater is not slow to turn — they are forced wide, and only while moving.

Looking around while you skate

Right stick / mouseSwings your view up to 90° either side without changing where you are skating. This is how you find a passing lane while still going somewhere. L3 / FTransition. Flip from forwards to backwards. Your facing changes; your momentum does not — you keep gliding the same way. Q / ETurn the body manually, if you want it rather than carving into it. VSnap the view back to centre. It also recentres itself after about half a second of moving.

Passing and shooting — the stick does it, not the button

The trigger only opens the mode. The stick makes the pass.

Hold L1 / Left ClickPass mode. A ring appears on the ice and your passing lanes light up. Hold L2 / Right ClickShoot mode. Same ring, different colour. Move stick / mouseSweeps the ring around you. Sharper angles reach shorter, straight ahead reaches furthest. Push awayCommit. The puck goes where the ring is. Pull backAbort — which is also how you fake. You showed the pass and walked away from it. Release the holdNothing at all. Letting go is never an action, so a slipped finger can never turn the puck over.
Why the stick and not the buttondesign note

Your right thumb is already on the stick. It cannot also press a face button, so any scheme that asks you to aim and press is asking one thumb to be in two places.

Putting the action on the stick also gives fakes for free. A fake needs a wind-up, a commit and an abort; a button press has none of those, because it is instantaneous. Once the action is a gesture, walking away from it is the fake — no extra mechanic required.

If you hold both triggers, the first one held wins until you release it. L1 and L2 sit under the same two fingers, so brushing the second one is common and must be harmless.

Aim assist is a difficulty settingRookie only

Rookie snaps the ring to the best option. Amateur nudges it partway. Pro and above get nothing at all.

This is a deliberate position rather than a convenience. The whole claim of a vision trainer is that the player learns to read a lane — a reticle that finds it for them does the reading and teaches nothing.

The ring turns gold whenever assistance is actually moving it, so a beginner can see the game helping and an expert never has to wonder whether it is.

Aim at open ice and pass anyway and the puck goes to open ice. A trainer has to let a bad decision be a bad decision.

Abilities live on the D-pad

Four directions, four slots, laid out the way they are pressed.

Up
Primary
Left
Utility
Right
Secondary
Down
Tertiary

R3 / O fires your Ultimate — deliberately off the pad, because it is rare, decisive and embarrassing to fire by accident.

Select / L opens the loadout screen, where you bind and unbind. It pauses while open.

Why not the face buttonsdesign note

All four face buttons are already core verbs — pass, shoot, pickup, steal — and they are pressed many times a minute. Abilities are pressed a handful of times a run. Putting an ability on a face button would mean moving a core verb somewhere worse to make room for something rarer.

The D-pad also earns it rather than being what was left over: four directions map to four slots spatially, so the loadout screen draws a cross shaped like the pad itself. "Up is your first ability" is self-evident in a way "Y is your third ability" never becomes.

The alternatives, and the conditions that would make each correct, are recorded in roadmap Chapter 25a.

Changing your loadout mid-runrefused in a scored drill

Allowed freely in free play and between runs. Refused during a scored drill run, because that run is about to go on a leaderboard and swapping kit halfway through would make one recorded score describe two different players.

It is the same rule that already stops ability-assisted runs taking feat records, so there is one principle rather than two.

Camera tuning

Scraped from ChaseCamera's exports — these are the live values.

Every binding

Generated from project.godot's [input] section, so rebinding anything in the Godot editor shows up here on the next regenerate. Nothing on this table is typed by hand.