Brigador Killers Controls
Default mouse and keyboard binds for movement, combat, inventory, and vehicles.
Brigador Killers is built around precise mouse and keyboard play. On foot, your character moves relative to the cursor, interaction requires both proximity and a cursor hover, and combat depends on raising a weapon before you fire. This page documents the default binds used in public demo and Fabricator-era builds so you can stop guessing mid-fight. Rebind anything under Esc > Settings > Binds. Hold Alt and left-click a bind in that list to clear it entirely.
Core movement and stance
| Action | Default |
|---|---|
| Move | WASD |
| Sprint | Shift |
| Crouch | Ctrl or C |
| Prone | Z |
| Interact / enter vehicle | E |
| Pause | Esc |
| Toggle align to mouse | V |
Sprint boosts speed for a short window but blocks aiming and shooting while active. Crouch shrinks your hitbox and improves aiming accuracy; in current builds you typically stay locked in place until you toggle crouch off. Prone is a dive toward the cursor that flattens your profile harder than crouch, but you cannot shoot during the dive. Use sprint to break contact, crouch to win aimed exchanges, and prone to clear open ground into cover.
Align-to-mouse (V) changes how WASD maps to the camera. If strafe feels inverted compared with other isometric shooters, flip that toggle before you rewrite every bind.
Combat and camera
| Action | Default |
|---|---|
| Ready / aim weapon | Right mouse button |
| Fire primary | Left mouse button |
| Lock target | Q |
| Select equipped weapon | 1, 2, 3 |
| Melee / punch when unarmed | Space (or LMB when no firearm is raised, depending on build notes) |
| Drop weapon | G |
| Reload | R |
| Zoom in / out | Mouse wheel |
Right-click to raise the weapon, then left-click to fire. That two-step cadence is easy to forget if you treat Brigador Killers like a pure twin-stick arcade title. Lock target helps when vehicles or distant shooters move through dense sprite art. Zoom out when you enter vehicle fights so you can see flanking cars; zoom in for crouched pistol work in alleys.
For stance-aware gunfights and extraction habits, continue in Combat Tips. For what those keys mean during your first hour, see Getting Started.
Inventory and containers
| Action | Default |
|---|---|
| Toggle inventory / open container | Tab |
| Swap between nearby inventories | [ or ] |
| Pick up item / full ammo stack | Left mouse |
| Pick up item / half ammo stack | Right mouse |
| Transfer full stack between panes | Shift + left mouse |
| Transfer half stack | Shift + right mouse |
| Take one from a stack | Alt + left or right mouse |
Tab does not pause the world. Enemies can still shoot while you rearrange magazines. Shift-clicking from the Armory is the fastest way to auto-fill weapons and matching ammo into open slots. If a transfer fails, you will usually hear a denial chime because stowage is full. The on-foot inventory splits into GUN, INV, and MNT columns; details live in Inventory and Loadouts.
When multiple inventories are in range—ground loot, a van, a Rennpappe—tabs appear along the bottom of the right pane. Hover a tab to highlight which world object it belongs to, then click to focus it. Bracket keys cycle those groups without hunting tiny UI chrome during a firefight.
Vehicles versus foot controls
Cars and tanks use a different relative scheme: A and D yaw the chassis while Shift accelerates. Bipedal mechs feel closer to on-foot movement. Many vehicles cannot interact with crates or the mission selector, so park, exit with E, then use the prompt on foot. If you need to haul fabricated crates or merchant purchases, bring a vehicle with cargo capacity and park it on the relevant pad so the game can auto-load freight.
Mounting guns is not a combat bind—it is an Armory workflow. Drive a hardpoint vehicle onto the Armory pad, open the table, and assign firearms that fit the mount’s stowage. Full steps are in Mount Weapons, with chassis prep in Salvage and Fabricator.
Interaction feedback and quality-of-life
Recent demo updates improved edge highlights for vehicles, bodies, containers, and Garage objects, and moved interaction prompts toward the player so they are harder to miss. Still, remember the rule: you must be close enough and have the cursor over the glowing object. If E does nothing, check cursor placement before assuming a broken bind.
Progress saves when you enter the base, deploy on a mission, or press save in the pause menu. Park vehicles on gantries before long sessions. Loose ground clutter and unparked rides can be lost if you deploy carelessly—see the Garage Guide.
Controller note
Studio messaging still prioritizes mouse and keyboard even when controller support appears. Prefer M&K for Armory micromanagement, Fabricator confirmation lists, and precise prone dives. If you must use a pad, rebind the highest-friction actions first: interact, inventory, aim, and weapon select.
Once the binds feel natural, run OBSTACLE 1 again as a muscle-memory drill using the Obstacle 1 Walkthrough, then take a quiet Garage mission to practice Tab transfers under light pressure.
Frequently Asked Questions
Quick answers to the most common questions.
What are the default movement keys?
WASD to move, Shift to sprint, Ctrl or C to crouch, and Z to go prone. E interacts or enters vehicles.
How do I aim and shoot?
Hold right mouse button to ready the weapon, then left mouse button to fire. Reload with R and select weapons with 1, 2, and 3.
Does opening inventory pause the game?
No. Tab opens inventory while the world keeps running, so clear the area or duck into cover first.
Can I rebind controls?
Yes. Open Esc > Settings > Binds. Hold Alt and left-click a bind to remove it.
Do vehicles use the same movement scheme?
Not always. Many cars and tanks turn with A/D and accelerate with Shift, while bipedal mechs feel closer to on-foot controls.