DREADMOOR demo controls and settings: keys, boat, fishing and the options worth changing
Quick answer
On foot it's WASD, Space to jump, Shift to run, left mouse for your main action and F to interact; 1 to 4 pick your melee weapon, tool, ranged weapon and consumable. I opens the inventory, M the map, J the journal, N recipes and L the flashlight. At the helm, WASD steers, Shift is Nitro, X docks and undocks and F leaves the wheel; the menu lists E for fishing from the boat, which we haven't tried. On foot we started fishing with F on the quest marker; left mouse casts and reels, A and D pull against the fish, and F lands it. The Game settings have Keyboard Fishing (fish with A and D) and Guided Fishing, both off by default. The demo autosaves at quest steps and Esc has 25 manual save slots.
Walk up to the wheel in the wheelhouse and press F at the Fishboat prompt to take control. The view switches to third person behind the boat. X undocks and docks, but docking only works inside a docking zone: an anchor icon shows at the bottom left when you're in one.
E starts fishing from the boat over a fishing spot. Before you have a rod, the fishing prompt shows but is greyed out.
Five fishing switches sit at the bottom of the Game tab. Keyboard Fishing, which the game describes as letting you fish with the keyboard on A and D, Immersive Fishing, Fish Distance and Guided Fishing start off. Fish Struggle Indicators starts on.
The same tab has field of view (90 by default), camera sensitivity, mouse and gamepad invert options, stick dead zones, and DualSense adaptive trigger and vibration settings.
The demo autosaves at quest steps: Progress Saved shows at the bottom right. Esc pauses with Continue, Save Game, Load Game, Settings, Exit to Main Menu and Exit to Desktop. Save Game offers 25 manual slots, each with a picture, date and the area name.
When we died on the water, YOU ARE DEAD came up and we started again in the wheelhouse at the pier, at the last autosave.
Prompts only appear when you're close and aimed straight at the object. For the axe in the opening, that meant aiming at the handle rather than the head.
Some interactions need F held, not tapped. Installing Malcolm's chest and fitting each repair piece in the flophouse took about three seconds of holding F; a tap did nothing.
Yellow paint marks things you can break with the axe, like the barricade on the way out of the first shack. A broken wheel by the shack gave us Rubber.
The quest marker moves to the next thing you need. When a step seemed done but the quest didn't move on, the marker had already jumped to the next item.
Sources · 1Walkthrough · checked 2 Nov 2026 · Research checked 2 Nov 2026
Kingy test run: DREADMOOR demo, new game to the Catch Snappers job ↗Kingy's own session in the Steam demo on Windows 11, November 1–2, 2026 (PC local time): Steam build 26254439, in-game save version 0.3.41, mouse and keyboard, English. Covered the first-launch telemetry prompt, the main menu, the Game and Controls settings, a new game from waking in the shack through the axe, the pier, the radio, sailing to the trading post (including one death on the first attempt), mooring, the bell, Gill and Bozur, the chest, the flophouse repairs, sleeping to 10 AM, the Simple Rod and the start of Catch Snappers. Not covered: catching fish, the engineer, the dry dock, combat with a creature, a controller, and the rest of the demo. Silent clips and stills were recorded from the game window during the session. Saves were found in %LOCALAPPDATA%\Dreadmoor\Saved\SaveGames, and the Game tab showed gamepad, adaptive trigger and vibration options.Walkthrough ·
Stuck? Tell us where
Say where you’re stuck in DREADMOOR. You get one hint at a time from a published kingy.wiki guide, and the answer and its clip stay covered until you ask.
If nothing matches, we keep your words (without emails, links or long numbers) to decide which answers to write next. Privacy