Learn the loop before you learn the items
Every session runs the same four beats: pick something, use it, watch what happens, then heal or reset and go again. The item list is large, but the loop never changes, so you only have to learn it once.
| System | What it does | When it matters |
|---|---|---|
| ITEMS tab | Holds TOOL, POWER and ENTITY | Choosing what to use |
| WORLD tab | Holds the 17 maps | Changing the room you test in |
| Time controls | G slows the scene, Space pauses it | Watching one collision properly |
| HEAL and reset | H heals everyone, R resets the room | Starting the next attempt |
H and R are not the same button twice. H puts the dummies back on their feet and leaves the scene standing. R clears the room, which is what you want once debris is in the way.
Equip one item and read the bottom line
Open ITEMS, choose TOOL, and pick one entry. Do not click on the map yet. Look at the bottom line of the screen first.
The blade in the recorded session read KATANA, with a slot count and the action SLASH, plus the note HOLD TO KEEP SLASHING. That tells you three things at once: what you are holding, how many items you can cycle through, and whether the click needs to be held. A power shows its own condition in the same place instead, so the line changes with the item.
Once the name matches, use the item as that line says. Then watch the dummy rather than the item: the result is the point of the exercise.
If nothing happens when you click
The most common cause is that nothing was equipped, so right click has nothing to do. Reopen the list, click the item, and check that its name replaced whatever was on the bottom line before.
If the name is there and the action still does nothing, the prompt may be asking for a condition rather than a click: some entries want a target or a placement, not a swing at empty air.
If the scene has become unreadable, press R and start again. Nothing you do in a sandbox room is worth salvaging.
Switch to a second map
Maps sit in their own tab. Open WORLD, then MAPS, and click a thumbnail. The thumbnails are previews, so you can pick by what the room looks like rather than by the name.
Two good second maps are the lava pit and the crusher. Both give an obvious result to a thrown object, which makes them better for a first experiment than an open scene where nothing reacts.
What a map change does to a room with other players in it was not recorded, so treat that as unknown rather than assume everyone moves with you.
Keep experimenting with the four keys that matter
G slows the scene down, which is how you see what actually breaks a dummy apart. Space pauses it, which is how you line up a throw. H brings the dummies back. R clears the room.
Those four cover most of a first session. F1 opens the game's own key list if you need a bind this site does not list.
When you can equip an item without looking and you know which map you want, the beginner stage is over. The next step is picking an item for a specific result instead of trying whatever is first in the list.