Can I rebind every key on PC?
Yes — Settings → Input exposes full keyboard and mouse remapping in-game. Steam Input adds another layer for controllers and exotic devices.

DragonSword Awakening controls: PC keyboard and controller binds, lock-on toggle, dodge and sprint, hero tag switching, Signal Skills, and rebind options.
150-hour guide covers dodge attacks, sprint skills per hero, tag switching, and Signal Skill timing — pair with bind tables below.
DragonSword : Awakening is a $29.99 B2P UE5 tag-team ARPG from Hound13 Inc. (Steam 4570720, launch July 22–23, 2026). Combat expects you to light/heavy attack, dodge telegraphed AoE, sprint across Orbis, lock onto bosses, and swap between 3 heroes mid-combo to stack Status Ailments before calling Signal Skills.
This DragonSword Awakening controls guide lists default PC keyboard/mouse and gamepad binds, explains dodge versus sprint (including heroes like Raina who treat them separately), documents the launch lock-on and aim assist options Hound13 added after demo feedback, and covers co-op ping inputs. Pair with the beginner guide for combo habits and co-op guide for raid coordination. Verified July 23, 2026 · Steam.
| Input category | Why it matters |
|---|---|
| Tag switch (Tab / D-Pad) | Extends combos — previous hero finishes animations on field |
| Active Skills (Q/E or LB combos) | Apply Status Ailments before Signal Skill burst |
| Signal Skill (R / RB) | Cinematic finisher — fires when ailment criteria satisfied |
| Dodge (Space / B) | Short invincibility — primary defense; no parry system |
| Sprint (Shift / stick click) | Traversal + some heroes' sprint skill separate from dodge |
| Lock-on (LT hold / settings) | Stable camera on bosses and tiny Familiar grind targets |
| Grab (F / Y when prompted) | Latch weak points — swap while latched for double DPS |
PC players use standard WASD + mouse third-person layout. Hound13 Inc. targets both keyboard and full controller support at launch — Inven Global's review notes keyboard still feels sharper for rapid camera snaps during dense Signal Skill chains, but every action below can be rebound.
Mouse camera control is essential: pull back slightly to read red-circle AoE telegraphs before choosing Space dodge versus staying aggressive for cooldown reduction (basic attacks refresh Active Skill timers while you are hitting enemies).

| Input | Action |
|---|---|
| W / A / S / D | Move active hero |
| Mouse | Camera look |
| Left Mouse Button (LMB) | Light attack · basic combo chain |
| Right Mouse Button (RMB) | Heavy attack · armor break / finisher |
| Space | Dodge · i-frames vs telegraphed AoE |
| Left Shift (hold) | Sprint · exploration and some heroes' sprint skill |
| Q / 1 | Active Skill 1 · apply Status Ailments |
| E / 2 | Active Skill 2 · crowd control / setup |
| R | Signal Skill · cinematic burst when ailment conditions met |
| Tab | Cycle hero · tag-team swap |
| 1 / 2 / 3 | Direct squad slot swap (when unlocked) |
| F | Interact · grab prompt on large enemies / bosses |
| Middle Mouse | Co-op ping · map callout marker |
| Esc | Pause · inventory · map · party · settings |
Keep your left hand on WASD, Space, Shift, and Q/E; your right hand handles mouse attacks and camera. Tab is the fastest muscle-memory swap during combo strings — direct 1/2/3 jumps to a specific squad slot when you need a finisher without cycling.
Community guides after 150+ hours recommend moving Active Skills off the number row if you reach awkwardly during boss phases — duplicate binds on Q/E or mouse side buttons reduce whiffed ailment setup. PixelNitro's combat write-up echoes the same advice: comfortable controls matter more than memorizing twenty-button strings.
LMB chains light attacks and reduces skill cooldown while you stay on target. RMB heavies break armor gauges and finish airborne juggles. After Space dodge, many heroes gain dodge attacks — Charlotte backsteps into a stab, Johnny dashes through with a slash. Treat dodge as an offensive opener once you read enemy swing timing, not only panic defense.
DragonSword : Awakening ships with full gamepad support on Steam and Steam Deck. Demo coverage noted Active Skills mapped to LB + face button combos — unfamiliar at first, but muscle memory sets in during prologue boss tutorials. Launch patches added lock-on, aim assist, and less floaty jump response specifically for controller players.
PlayStation and generic DirectInput pads work through Steam Input; confirm button glyphs in the pause menu before your first raid. GameBreakerGod's 150-hour guide highlights Square as the universal UI confirm during blacksmith Karma crafting — the same face button confirms gear stat picks on pad.
| Input | Action |
|---|---|
| Left Stick | Move active hero |
| Right Stick | Camera |
| A / Cross | Light attack · confirm menus |
| B / Circle | Dodge |
| X / Square | Heavy attack · UI confirm (crafting menus) |
| Y / Triangle | Interact · context grab when prompted |
| LB / L1 + face button | Active Skills (hero kit) |
| RB / R1 | Signal Skill when icon appears |
| LT / L2 (hold) | Lock-on toggle · aim assist anchor |
| D-Pad Left/Right | Cycle hero · tag switch |
| D-Pad Up/Down | Direct squad slot (when shown) |
| Left Stick Click | Sprint (hero-dependent — some use separate dodge) |
| View / Touchpad | Map overlay |
| Menu / Options | Pause · settings |
Each hero carries two Active Skills. On controller, hold LB (L1) and press X/A/B/Y (layout varies by hero slot) to fire skills without clawing at a keyboard number row. Start a long animation skill, then use D-Pad to tag-switch — your previous hero keeps attacking while you reposition on the ground.
Hold LT (L2) to toggle lock-on on large targets — Hound13 added this system for launch after demo players struggled with manual camera during rapid QTE-style swaps. Tune aim assist and camera sensitivity under Settings → Combat; co-op raids feel smoother when everyone disables aggressive auto-tracking on add phases.
For tiny targets (Forest Squirrel Familiar grinds), lock-on is mandatory — the same toggle helps familiars hunters land projectile skills.
Steam Deck runs the PC build via Proton. Lower camera sensitivity slightly versus desktop mouse — fine aim during airborne juggles is harder on sticks. See community Steam Deck performance videos for recommended 30/40 FPS caps; controls themselves match Xbox layout above.
Mastering DragonSword Awakening controls means treating movement, defense, and squad swaps as one rhythm — not isolated buttons. Launch combat has no parry; Inven Global notes dodge i-frames are short, so you rely on Status Ailment stops or sprint repositioning when armor is up.

| Mechanic | Default input | Combat tip |
|---|---|---|
| Lock-on toggle | LT hold (pad) · bind in Settings (PC) | Bosses and agile elites — disable for mob packs |
| Dodge | Space / B | Short i-frames · follow with dodge-attack strings |
| Sprint | Shift hold / stick click | Separate from dodge on Raina, Johnny, Charlotte |
| Tag switch | Tab / D-Pad | Swap during Active Skill animations for Switching Signals |
| Signal Skill | R / RB when icon glows | Burst after ailment setup — not a separate meter to hoard |
| Grab / latch | F / Y prompt on bosses | Swap out while latched — grounded hero keeps DPS |
| Co-op ping | Middle mouse | Mark adds and break phases in co-op |
Hound13 added lock-on for the Steam package launch alongside sensitivity sliders and aim assist — directly addressing demo complaints about losing bosses during Signal Skill camera shifts. 2UpSkill's combat guide summarizes the community split: lock-on for bosses and agile enemies, free camera for groups so AoE skills do not whiff on distant locked targets.
In co-op, agree who stays locked on the main boss while others handle adds with free camera — see co-op coordination. Familiar squirrel hunts require lock-on because hitboxes are tiny.
Space / B dodge grants brief invincibility — primary answer to telegraphed red circles. Several heroes also have a sprint skill on Shift or a dedicated button: GameBreakerGod's guide notes Charlotte backstep dodges while Johnny and Raina maintain separate sprint and dodge animations. Read your hero kit on characters before rebinding both to the same key.
Dodge-attacks matter offensively: after i-frames end, light attack immediately for hero-specific follow-ups. Button-mashing dodge without attacking wastes DPS and delays ailment application.
Tab (or D-Pad) swaps your active hero with minimal cooldown — the signature Switching Signals loop. Start Castella's axe spin, swap to Lute, and Castella keeps spinning while Lute continues pressure. Signal Skills (R / RB) appear when ailment icons satisfy team conditions; they are cinematic finishers, often off-screen, so plan ailment before pressing.
Grab prompts on large enemies let you latch weak points — press F / Y when the UI appears, then swap to a grounded DPS hero. Your latched hero keeps attacking the weak spot while you free-move — one of the highest-skill expressions in the control set.
Orbis exploration shares the same movement core as combat but adds mount stamina, Familiar active skills, and cooking prep menus. Story progression unlocks aquatic mounts, flight, and camp interactions — skipping main chapters gates traversal controls behind you.
| Context | Primary inputs | Notes |
|---|---|---|
| On foot | WASD / left stick | Jump added snap at launch — less float than demo |
| Mounted travel | Same move + mount skill button | Stamina bar — beetle family raises max |
| Underwater | Mount dash after Sky Wolf unlock | Gated until story Familiar milestone |
| Interact / NPC | F / Y | Quests, campfires, town kitchens |
| Map / Codex | Esc → Map or Codex tabs | Track recipes, Familiars, Hero Quests |
| Photo / UI hide | Settings shortcuts (launch QoL) | Added alongside lock-on patch pass |
Open Esc → Settings → Input (wording may read Shortcut and Input Settings on some builds) while in-game — rebinding is not available from the title screen on most Hound13 builds. Steam Input can overlay additional layers for exotic mice and fight sticks, but keep tag-switch and dodge on fingers you can reach while holding movement.
Move dodge to a mouse side button if Space feels far during jump-heavy heroes. Duplicate tag switch onto a side button only if you disable accidental scroll-wheel swaps. Keep Signal Skill on an easy reach key — missing stagger windows because R is awkward costs more DPS than a misbound emote.
If Active Skills default to 1/2, mirror them to Q/E for faster ailment setup — community DPS guides uniformly recommend this for Charlotte and Raina rotations.
Under Settings → Combat, adjust lock-on sensitivity, aim assist strength, and camera distance. Launch livestream notes promised expanded view distance and auto-run options post-demo — enable auto-run for long ingredient farming routes toward cooking stations.
Co-op players should align lock-on toggle behavior before raids: mixed settings cause one player to spin camera while others expect anchored boss focus.
Yes — Settings → Input exposes full keyboard and mouse remapping in-game. Steam Input adds another layer for controllers and exotic devices.
Yes — added for the Steam package launch with aim assist options. Toggle during boss fights; disable for dense mob packs. Hold LT on controller or assign a PC bind in settings.
No — defense is dodge i-frames, sprint repositioning, and Status Ailment interruption. Inven Global notes invincibility windows are short versus other action RPGs.
Both work at launch. Keyboard camera snaps faster; controller benefits from lock-on and LB skill combos. Pick based on comfort — co-op does not split matchmaking by input.
Some heroes (Raina, Johnny, Charlotte) have unique sprint skills separate from dodge. Read kit notes on characters before merging binds.
Default middle mouse on PC — marks targets for co-op allies. Rebind under Input if your mouse lacks a wheel click.
Beginner guide covers swap-during-animation practice. Controls are the easy part — timing is the skill check.
Matched by build plan, shared topics, and guide progression — not random related links.