WASD runs, the mouse looks.Hold left click and move the mouse up/down to play.
Precise laser, held sine lead.
Every match, wave and soundcheck section, saved as notes (no audio). Preview, star, tag and export clips as WAV stems + MIDI.
Third person: The camera sits behind your character. WASD runs (relative to where you look), the mouse looks and aims at the crosshair. Click into the game to lock the mouse; Esc frees it and opens the menu. Mouse sensitivity, field of view, invert Y and camera bob are in Settings · Camera.
Shift (hold) = sprint: About 45 % faster, only forward (within 45° of where you look). No firing or playing while sprinting; clicking ends the sprint and the weapon is up again after a short moment. Stamina lasts about 4 s and refills (Tempo Up lasts longer).
Space: Short dash in your running direction (relative to the camera) (without a direction: in your aim direction) with a brief cooldown and invulnerability. The dash plays no note.
Mouse + left click: Aim and fire independently. Lead and Sub are held; 808, Arp, Chords and Pluck fire repeatedly at their own rate. Misses make music too.
E (hold) = free bend: Slide the pitch between notes (no frets) while the mouse moves up and down; release to snap back to the nearest note.
Fretboard: Hold left click to play and move the mouse up/down to walk the scale; every note is equally wide, chord tones glow. While you hold, the camera pitch stays put and the mouse sideways still aims. Sliding while a note is held glides, your hand sets the speed. Hold right click = jump ladder: every step of mouse travel jumps to the next chord tone instead of the next scale note (switch any time, the note keeps sounding). Hold E = free bend (no frets), release to snap back. Mouse wheel = octave (OCT 1–3). The glide time in the menu sets how far notes slide.
Edge arrows: A teammate outside the screen is shown by an arrow at the screen edge (name and distance). A downed teammate pulses red with REVIVE. An optional red arrow points to the boss.
T: Dance (any time, even mid-wave). Hold T for the emote wheel (mouse picks, release to dance), tap for the last dance. Moving, aiming or pressing T again ends the dance.
Soundcheck: No enemies, switch instrument any time. Survival: Waves, cover, health and energy. After every wave you can switch instrument; “Continue” starts the next one. Every fifth wave adds a boss. Bushes: In a bush you are hidden from enemies unless they are very close or you shoot.
Cash and buying (Q): Hits, kills and rhythm-perfect kills earn cash (your own, separate from the score). Gates between districts only open when someone buys them (price rises with every gate; the Hauptbahnhof finale costs more). Neon stations sell perks (max. 4, lost when you go down), a Second Take (self-revive: you get one free per run and stand up again after 3 s) and the Mastering Booth (instrument level 2: more damage, more range, an extra octave layer). Every survival run starts in a random district.
Power-ups: Monsters sometimes drop glowing power-ups for the whole team (max. 4 per wave): Double Points, Insta-Kill (bosses take double damage), Max Energy and Drop the Beat (every monster nearby pops on the next beat).
Effect items: Glowing items change your weapon sound (Delay, Reverb, Drive, Chorus, Lo-Fi) for 40 s. Each type only once per player; picking it up again refreshes the time and raises the level (up to 3).
Rhythm points: The beat bar shows the beat and chord. Points and combo only count on hits, judged on the 16th-note grid: Perfect, Good or Miss. Shooting faster than a 16th shows SPAM. Co-op harmony: notes that sound together within the same 16th give a harmony bonus.
Menu (Esc), fullscreen (F): Esc opens the menu: resume, settings, leave. Solo pauses the game; online the room keeps running. B opens the class picker (weapons and skin); in Jam Clash it also opens after every death and your pick counts from the next respawn. The gear opens the settings (audio, graphics, controls, camera).
Jam Clash abilities (1–4): 1 summons five weak zombie drummers in a row in front of you; they run at your target and hit on the rhythm you just played. 2 is a short bass blast: 30 damage in a cone in front of you and a push. 3 gives you a 40-point shield for up to 4 s. 4 drops a giant boss on the marked spot after 3 beats (80 damage in the middle), it then fights for 12 s. Key 4 needs 100 % ultimate charge: it fills slowly over time, from your own weapon damage on players and from Perfect hits. Helpers and abilities do not charge it. Screen shake can be turned down in Settings · Camera.
My ideas: Every match, wave and soundcheck section is saved automatically as notes (no audio). Star, preview and export clips as WAV stems + MIDI from the result screen or from My ideas on the start screen.
Online co-op (up to 4): “Play with friends” creates a private room; send the code or link. The server calculates enemies and hits. No friendly fire. A downed player is revived by a teammate standing next to them for 2 s. The run ends when everyone is down. There is no pause online.