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Controls
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The main mapping targets Steam Frame controllers through SteamVR/OpenXR. Other OpenXR profiles are included, but their comfort and complete button coverage have not been verified on hardware. The left hand holds navigation; the right hand points and acts.
Open Controls / Help on the left panel for an illustrated controller diagram. The HUD and hand panel also display contextual input hints. The diagram is drawn by controller_help.gd; the actual action bindings are in openxr_action_map.tres.
Steam Frame quick reference
| Control | Action |
|---|---|
| Right trigger | Click native HUD/menu controls, select crew, order movement or target a room |
| Right trigger held on crew | Grab a movement preview; release over a room on that crew's current ship to order movement |
| Right trigger held for a beam | Start at one enemy room and release at the beam's end room |
| Right B | Native right click on a pointed HUD control; cancel selection/grab/wheel over space |
| Right A | Toggle enemy room inspection; change category when the wheel is open |
| Right grip, held | Hold the game's Shift modifier |
| Right stick click, held | Hold the game's Ctrl modifier |
| Right bumper, held | Open the shortcut wheel |
| Right stick direction | Select a wheel slot; release bumper to confirm |
| Left Dpad Down | Open or close Tactical |
| Left View | Pause or resume |
| Left Dpad Up | Open or close Shortcuts |
| Left Dpad Left / Right | Previous / next hand-screen page |
| Left grip, held + hand motion | Move the encounter |
| Left stick horizontal / vertical | Rotate / resize the encounter |
| Left stick click | Recenter the encounter |
| Left trigger | Return crew to stations, except on System Power |
| Right grip + left trigger | Save stations, except on System Power |
The page order is Navigation → Tactical → Shortcuts → System Power → Jump → Help. Point at an available panel button with the right controller and pull the right trigger. Jump, Ship and Store are offered according to native game availability.
System Power page
This page changes the contextual controls below. Steam Frame X/Y are on the right controller.
| Control | Action |
|---|---|
| Point at a system card | Select that system without changing its power |
| Right X / Y | Select previous / next installed powerable system |
| Left trigger | Add one native power step to the selected system |
| Left bumper | Remove one native power step |
The game decides whether a change is allowed. One engine step changes one power bar; one shield step normally changes two. Damage, ion locks, capacity, bonus power and battery power follow the actual game state. The reactor column shows available power. A stationary pointer does not continuously override X/Y selection.
Crew, doors and room targeting
- Trigger-click a crew miniature or original HUD portrait to select it. Hold right grip while selecting to add to the selection group.
- Hold the trigger on a crew member, aim at the highlighted destination floor, then release. The miniature is a preview; FTL moves the actual crew under its usual rules.
- Release over empty space to keep the selection, or use B to cancel the grab.
- Trigger-click a door or airlock to toggle it. Native locked, disabled and hacked states still apply.
- Select a weapon or targeting system first, then point at its allowed ship and trigger-click a room. Mind control, hacking and teleporters use native targeting rules, including power, cooldown and sensor restrictions.
- Tactical retains the original 2D view while allowing 3D crew, room and door interaction.
Enemy inspection reveals room roles; it does not reveal crew or hazards that FTL's sensors hide.
Shortcut wheel and event choices
Hold the right bumper, move the right stick toward a slot and release the bumper to activate it. Returning the stick to the center cancels. Right trigger confirms immediately; B cancels. Right A changes the category.
The wheel starts with weapon slots 1–4 and drone slots 5–8. Other categories provide system power and system actions. Uninstalled or unavailable entries cannot activate. When a choice event is open, the wheel becomes a choice selector for entries 1–8; original dialog controls remain pointable.
Shift and Ctrl also apply when confirming relevant wheel or shortcut commands.
| Original shortcut | VR equivalent |
|---|---|
| Shift + crew selection | Hold right grip while trigger-clicking crew |
| Shift + weapon/drone shortcut | Hold right grip while selecting its shortcut to depower |
| Shift + system power shortcut | Hold right grip while selecting its shortcut to remove power |
| Ctrl + weapon selection/target | Hold right stick click to reverse global autofire for that weapon |
| Right click | Point at the original control and press right B |
Shortcut pages include crew selection/stations, doors, autofire, installed weapons/drones and installed system actions. The original keyboard labels remain visible:
- Power: A shields, S engines, F oxygen, D medbay/clonebay, W weapons, E drones, G teleporter, H cloaking, K mind control, L hacking, Y artillery.
- Actions: Q all crew;
/save stations; Enter return to stations; Z/X open/close doors; V autofire; C cloak; T/R send/return teleporters; N hacking; M mind control; B battery.
These are native key equivalents shown on buttons, not extra physical controller buttons.
Navigation, windows and renaming
Jump opens the actual sector map above and ahead of the installed piloting room. Point at a beacon using the right controller and use the original confirmation controls. The map follows the ship's cockpit and orientation. Close Map returns to the encounter.
Events, Store (including BUY/SELL), upgrades, crew and equipment windows float above the player ship. Their original localized controls stay interactive. Main menus remain 2D. The original HUD follows the headset; the hand panel has visual and pointing priority where it overlaps the HUD.
To rename a ship or crew member, click its original name-edit field. A floating QWERTY keyboard appears:
- Right trigger selects keys; Shift changes case.
- Back deletes one character; Clear empties the field.
- Done confirms; Cancel or right B restores the original name.
- Native name-length limits apply. Desktop Unicode typing is forwarded while the field is active.
The VR keyboard does not install a keyboard layout or alter Windows language settings.
Placement and tracking
At first tracked launch the ship is placed in front of and below the headset. The encounter then stays where it was placed until moved with left grip, resized/rotated or recentered. It does not continually follow the headset. Enemy arrival retains the player anchor.
The controller panel and pointer use bounded pose smoothing. If the right controller loses tracking, a warning appears. Check SteamVR controller status and reconnect before continuing if pointing disappears.
Desktop client
Desktop mode is useful for setup and debugging; it is not a headset performance test.
| Input | Action |
|---|---|
| Left click | Point/select/order using the native HUD and 3D scene |
| Right click | Native secondary click/cancel |
| Space | Pause/resume |
| 1–4 / 5–8 | Weapon / drone shortcuts |
| E | Inspect enemy rooms |
| R | Recenter |
| J | Open navigation |
| F8 | Toggle Tactical |
| Escape | Native menu |
Live desktop mode forwards actions to the isolated FTL process. The separate --demo mode provides renderer fixtures; it does not run a campaign.