Pokebonk Controls: Keyboard, Mouse & Settings
Every Pokebonk control on desktop and mobile, including movement, camera, aiming, Ultimate, auto-run, the big map and the settings worth changing first.
Quick answer
WASD moves, the mouse turns the camera, Space jumps, R fires the Ultimate and Esc pauses. Shift dashes, E interacts, Q switches aim mode, T toggles auto-run and M opens the big map.
Pokebonk uses a standard third-person layout: the keyboard moves the partner, the mouse turns the camera, and the abilities fire on their own. The controls are simple to learn and easy to forget in the middle of a wave. This page is the reference we keep open during a run.
Bindings below are the defaults from the game's pause help, checked against Beta v0.7.3. You can rebind them in Settings → Keys.
Desktop defaults
| Action | Default |
|---|---|
| Move | W A S D |
| Camera | Mouse |
| Jump | Space |
| Dash | Shift |
| Ultimate | R |
| Interact | E |
| Aim mode | Q |
| Pause / resume | Esc |
| Big map | M |
| Auto-run | T |
The pause help lists movement, camera, jump, dash, interact, Ultimate and pause. Settings adds the aiming and map bindings, plus mouse-button remapping added in a later build.
What each action is for
Movement and camera
WASD is camera-relative. If you rotate the camera, "forward" rotates with it. This is the first thing to test in an empty area: walk in a circle while turning the camera and watch how the partner responds.
Jump and dash
Jump is not a dodge button. It clears small terrain and can break a line of enemies, but you are still hittable in the air. Dash covers ground quickly and is the better panic button.
Ultimate
The Ultimate is on a cooldown and is usually the answer to a bad wave, not a normal attack. Save it for a moment when the screen is filling up, or for a guardian.
Interact
Used at altars, chests and other points of interest. If a prompt appears, E is the default.
Aim mode
Automatic aiming targets the nearest enemy; manual aiming follows the camera. Automatic is the better learning mode because it lets you focus on movement. Switch to manual when you need to prioritise a specific target.
Big map
M opens the larger map view. Since v0.6.0 the map only shows explored areas, so it is a record of where you have been rather than a full reveal.
Auto-run
T toggles forward movement. It is useful for crossing open ground, and it cancels when you move backwards. Do not leave it on in a fight.
Settings worth changing first
Open Settings from the main menu and check four panels:
- Graphics — lower the quality if the frame rate drops. Battery saver caps rendering and resolution, which helps laptops and phones.
- Controls / Keys — confirm the aim mode and map bindings. Rebind anything that conflicts with your keyboard layout.
- Interface — you can hide corner run items. The pause panel still lists them.
- Audio — separate volume controls for music and effects.
Mobile controls
On a phone the game runs in landscape with an on-screen stick and buttons. The layout is fixed unless the settings expose a size option. Two practical notes:
- The virtual stick is camera-relative in the same way as WASD.
- Menus are easier to read in landscape, and the game asks you to rotate if you open it in portrait.
Gamepad
Controller support exists but the binding screen is the source of truth for your device. If a button does not respond, check Settings → Keys before assuming the controller is unsupported.
A five-minute control drill
Before your next real run, spend one run on this:
- Walk a full circle while keeping the camera pointed at the same landmark.
- Dash out of a group of enemies and back in.
- Switch aim mode twice and notice the difference.
- Open the big map, close it, and keep moving.
You will lose the run. You will also stop fumbling the controls in the run that matters.
Sources and scope
Defaults come from the in-game pause help and the Keys menu. This page does not cover every remapping edge case, controller model or mobile device. If your layout differs, the in-game menu wins.