Gravebound controls & settings
Quick answer: the defaults are standard shooter fare (RMBaim,1/2/3weapons,Mmap,Tabinventory), but inverted mouse breaks while aiming down sights (developer-acknowledged bug) and controller support is officially partial. Mouse & keyboard is the safe way to play today.
Key binds seen in official screenshots
| Key | Action | Seen in |
|---|---|---|
M | Open the map ([PRESS M TO OPEN THE MAP]) | All screenshots |
Tab | Open the inventory ([PRESS TAB TO OPEN THE INVENTORY]) | All screenshots |
RMB (Mouse 2) | Aim down sights / scope | Bug report thread (ADS behavior) |
E | Interact / collect (E COLLECT STORM CHARGER CELL) | Objective prompts |
Q | Charged ability — shows x5 charges | HUD bottom-right |
X | Active skill — blue orb item, x1 | HUD bottom-right |
1 / 2 / 3 | Weapon slots — selected slot gets an orange outline | HUD bottom-right |
The HUD also prompts context actions like USE MEDKIT and ACTIVATE SHIELD — the exact default keys for those are not yet confirmed from screenshots alone.

Known issues at Early Access launch
| Issue | Status |
|---|---|
| Inverted mouse doesn't apply while ADS | Developer acknowledged — Yonti: "inverted mouse doesn't once you are in ADS mode? (i.e looking through weapon scope). We'll get right on that!" |
| Controller prompts missing | Player reports: game accepts controller input but shows keyboard prompts and offers no remapping UI |
| Stuttering / performance | Multiple player reports; one player observed an Unreal logo in options, speculating UE5 (unconfirmed engine claim) |
| Offline play | No official answer — see FAQ |
Controller: officially "partial"
The Steam store categorizes Gravebound under Partial Controller Support — that matches the player reports: it responds to a controller, but on-screen prompts and a remapping screen aren't there yet. If you're on a pad, expect to memorize the layout.
Performance notes
- PC footage displays uncapped frame counters (184–222 FPS observed in official screenshots), so there's no hard frame cap baked in.
- Stutter reports vary by setup — if runs are rough, watch for patch notes before judging the game; Early Access balance/performance passes are expected (pages re-verify after every patch).