Check Chained Together controls in your installed game's settings, then test movement, camera and jumping near the start before beginning a serious climb. For a controller, confirm which character receives its input as well as whether the menus respond. The Steam store lists Partial Controller Support, not a promise that every controller and menu combination works identically.

There is no verified, complete current default-key table in the sources reviewed for this guide. The action checklist below helps you establish your own bindings without presenting guessed keys as official defaults. It covers the Steam original, app 2567870; similarly named console games or Roblox experiences may use different controls.

01

Build a control checklist from your own settings

Open the game's settings and look for the controls or input options available in your version. Read each action's label and assigned input before changing it. If you are sharing the computer, note whether the setting applies to everyone or to an individual player; do not assume that from its position on the screen.

Record these basics in a note or screenshot:

Action or settingWhat to verify before playing
MovementWhich assigned inputs move your character in each direction
CameraHow you look around and whether the sensitivity feels manageable
JumpThe current binding and whether one press produces the expected response
InteractionWhich actions the game actually lists, and their assigned inputs
Start CountdownWhether the action appears and which input currently activates it
Menu navigationHow you select, confirm and leave a menu with your chosen device

Use the game's actual labels rather than assuming that an action seen in a video exists in your build. Keep the original assignment recorded so that you can undo an unsuccessful change. There is no need to rebuild the entire layout before you know which part feels awkward.

02

Test keyboard and mouse in a safe place

Start with a short session near the beginning, where a mistaken input costs little progress. Check movement in several directions, turn the camera, then combine movement and a jump. The goal is to separate “I pressed the wrong binding” from “I chose a difficult landing.”

Next, try the same small sequence repeatedly without changing your layout. If an input is uncomfortable to reach while moving or adjusting the camera, change that one binding and repeat the sequence. This is an editorial testing routine, not an official training challenge.

Choose a camera setting that lets you identify the landing area without repeatedly overshooting it. A very fast view may feel convenient on open ground but make small corrections harder for you near an edge. Compare settings on the same obstacle instead of judging them across unrelated sections.

03

Set up a controller before judging its support

The current Steam listing names Xbox controllers under partial controller support. That is the verified baseline. It does not establish complete support for every PlayStation, generic or third-party device, and it does not mean every menu is guaranteed to accept the same inputs as gameplay.

For your first check, connect one controller and launch a short session. Confirm that it moves the intended character, controls the view and activates the actions you need. Keep keyboard and mouse available while checking menu behavior. Once this simple setup works, add another device only if you need it.

In a June 2024 Steam Community discussion, players reported successful local setups with multiple controllers, while others described assignment problems. Some replies also mentioned using keyboard and mouse for menu selections. Those reports help identify what to test; they are not certification for your present hardware or build.

04

Understand Start Countdown and its historical binding

The official Patch 1.8.0 announcement introduced a shared “3,2,1 Go!” signal. At that release, the default key was R, and the action could be rebound under the name Start Countdown. That is dated patch evidence, not a guarantee that your current configuration still uses R.

Find the action in your installed settings if it is available, check its binding, and demonstrate it near the start so everyone recognizes the signal. Agree whether the group intends to move at the final cue. Someone adjusting their camera should be able to say “wait” before the countdown begins.

A countdown only coordinates the moment of an agreed action. First identify the destination and make sure everyone is ready. If half the group expects a short hop and the other half expects a different platform, a perfectly timed cue will not settle that disagreement.

05

Rebind one action, then check the result

A useful binding is one you can reach consistently alongside the other actions you need. Personal comfort matters more than copying a creator's layout. Before remapping, decide what you are trying to fix: an awkward reach, an accidental press or a device conflict.

After changing one assignment, check three things:

  1. Does the intended action respond to the new input?
  2. Did another action lose its assignment or start responding unexpectedly?
  3. Can you still navigate and leave the settings screen?

Then test the new binding in gameplay before changing anything else. If the result is worse, restore the recorded assignment. Avoid testing unfamiliar bindings during a long session where a mistake could affect the entire group.

06

Separate device problems from local-player assignment

A controller that works but moves the wrong character presents a different problem from a controller that produces no response anywhere. Likewise, two devices controlling the same character is not simply a jump-binding problem.

As an editorial isolation method, return to the smallest setup that worked: one player and one input device. Add the next device and observe which character responds before adding another. Record the connection method and any custom mapping software involved so that you can reproduce the result.

If you already use Steam Input or a community layout, note that configuration before altering it. Compare one mapping setup at a time and return to your recorded baseline between attempts. Changing a game binding, a Steam mapping and an external remapper together makes the cause difficult to identify.

The local co-op guide covers sharing one computer. Online friends on separate computers should each check their own inputs; changing a teammate's layout cannot resolve a controller assignment on your machine.

07

Apply the controls to a coordinated climb

Once the inputs work, practice a simple group sequence: gather safely, name the destination, confirm readiness and use the agreed cue. After landing, pause until the rest of the group is ready to continue. This routine helps reveal whether a problem comes from the layout or from different movement plans.

The official store describes a physical chain that can wrap around platforms. Look at your teammates and the chain's path before assuming an unexpected movement means a broken key. Ask what the others saw, then repeat a manageable section with the same setup.

For the wider first-session plan, use the beginner guide. If an input check requires restarting a longer session, review saving and checkpoints first rather than assuming that quitting preserves exactly the position you expect.