Beginner Guide

Idols of Ash
Controls & Mechanics

Default key bindings, controller layout, grappling hook physics, momentum rules, health management, and how to approach each game mode. Everything you need from your first run to First Kiln.

Contents
  1. Default controls — keyboard & controller
  2. Grappling hook physics explained
  3. Movement fundamentals
  4. Health system — vitality shards & embers
  5. How to approach each mode
  6. FAQ

Default controls — keyboard & controller

Controls are rebindable in the settings menu as of v1.15. These are the defaults.

Keyboard & Mouse

ActionDefault KeyNotes
Look / AimMouseControls both camera and hook aim direction
Fire grappling hookLMBLaunches hook toward your crosshair
Release grappling hookRMBDetaches hook; transfers momentum
Move / Directional influenceW A S DSubtle influence while swinging; does not override physics
JumpSpaceShort hop only — primarily used to clear ledge lips
Shorten ropeShiftPulls hook anchor closer, tightening swing radius
Interact / CheckpointEActivates Ash Urns (checkpoints)
PauseEscOpens pause menu / settings

Controller (Xbox layout / PlayStation equivalent)

ActionXboxPlayStation
Look / AimRight StickRight Stick
Fire grappling hookRTR2
Release grappling hookLTL2
Directional influenceLeft StickLeft Stick
JumpACross
Shorten ropeLBL1
Interact / CheckpointXSquare
PauseMenuOptions
Controller sensitivity is adjustable in v1.15 settings. If the aim feels sluggish or over-sensitive, the controller sensitivity slider was the primary new feature in the v1.15 update. Xbox and PlayStation controllers are the most tested; generic controllers may need Steam Input to map correctly.

Grappling hook physics explained

The grappling hook in Idols of Ash uses real pendulum physics. Understanding this is the difference between struggling on Normal and clearing First Kiln. The hook is not a teleporter or a zipline — it is a physics anchor that your body swings around.

The swing arc

When the hook attaches, you begin swinging in a pendulum arc around the anchor point. Your speed at the bottom of the arc is determined by your entry speed (how fast you were moving when you fired) plus the length of your rope (longer rope = longer arc = more speed at bottom). You are always gaining speed on the downswing and losing it on the upswing — exactly like a real pendulum.

The 45-degree release rule

Release the hook when your body is approximately 45 degrees ahead of the anchor point — when you are rising on the forward side of the arc. At this angle, your velocity is directed mostly forward-and-slightly-downward, giving you maximum horizontal distance. Releasing too early (at the bottom) launches you straight ahead but low. Releasing too late (past vertical) causes you to curve backward or upward and stall.

Hook anchor (ceiling/wall)
          │
          │ <── rope
          │
 [start]  ●   ← your body swings left-to-right
             ↘
                ★ <── release here (~45° ahead) = max distance

Rope shortening

Holding Shift / LB while attached reels the hook anchor closer, shortening the rope. A shorter rope means a tighter arc radius and faster rotation speed (conservation of angular momentum). Use this when you need to make a quick turn around a tight corner, or when swinging in a narrow space where a long arc would slam you into a wall.

Re-grappling mid-air

You can fire the hook before the previous one detaches — there is no cooldown. The moment you release, you can immediately fire again. Expert movement chains together 3–4 hook swings in rapid succession, using each release point as the launch for the next anchor. This is the foundation of all speedrun routing.

Wall grapples vs ceiling grapples

Ceiling anchors give you the most arc range and speed. Wall anchors are used for directional corrections and tight-space navigation. Grappling directly below you does nothing useful — the hook will pull you toward the surface but create no swing momentum. Always aim above your trajectory direction when building speed.

Movement fundamentals

Momentum carries between hooks

Your velocity when you fire the hook, and when you release it, persists. You are not reset to zero between grapples. A fast release from one hook feeds directly into the speed you carry into your next swing. The entire game is about building, managing, and spending this accumulated speed correctly.

The fall save

If you are falling too fast and will take heavy damage, fire the hook into any wall at the last second before impact. The hook pull redirects some of your vertical velocity into horizontal velocity — you still hit the ground, but at a shallower angle that significantly reduces damage. At 50%+ health, an intentional fall save is faster than a careful slow descent. Speedrunners use this constantly.

Upward climbing

You can ascend by grappling to points above you and using short rapid re-grapples to "walk" up a wall. It is slow compared to descending. It is primarily useful when the Murderpede corners you and you need to reset its path — the AI struggles to follow you directly upward. A short vertical retreat often creates enough distance to reassess your route.

Directional influence (WASD / Left Stick)

WASD gives subtle influence over your trajectory mid-swing. It does not override the physics — it gently biases your arc direction. Use it to avoid walls you are swinging toward, or to angle a release slightly left or right without changing your hook anchor. At high speed, the influence is minimal; it matters most at low speed when precise placement is needed.

Never look back

Looking backward (turning the camera 180°) dramatically reduces your effective movement speed because your directional input becomes inverted relative to your momentum. The Murderpede cannot be outrun if you are spending time looking at it. Use audio cues exclusively to track it — save visual attention for navigation. This is the single most common mistake that kills new players.

Health system — vitality shards & embers

You have 10 hit points displayed as a row of segments. There is no regeneration — health only recovers from pickups. You cannot die from the Murderpede in a single hit; it deals damage per contact. However, falling from significant height can be lethal in one impact.

Green = comfortable. Amber = at risk. Red = one bad fall or Murderpede contact away from death.

Vitality shards (Normal & Nightmare)

Small glowing green/blue orbs scattered throughout the structure. Each restores 1–2 HP. They are placed at moderate intervals on the main path, with additional shards hidden on ledge undersides and in side passages. In Normal mode they are plentiful. In Nightmare they are fewer and placed in more dangerous locations (often requiring you to slow down to collect, which the Murderpede punishes).

When to collect: At 6 HP or below in Normal. In Nightmare, only collect shards that are directly on your path — detours cost time and Murderpede proximity. Leave shards you do not need; they do not disappear and you will pass through this area again if you die and restart from the nearby checkpoint.

Embers (First Kiln only)

In First Kiln, vitality shards are replaced by embers — larger healing items that restore 2–3 HP each, but are placed less frequently and often require detours. First Kiln has no checkpoints, so every point of health is precious. See the off-path ember locations guide for the non-obvious ember positions.

Fall damage thresholds

Fall damage scales with velocity at impact. Approximate thresholds:

Fall typeHP lostNotes
Short controlled drop0Short hop to platform below
Medium fall (1–2 floors)1–2 HPStandard vertical descent without hook
Long fall (3–5 floors)3–5 HPFatal at low health; use fall save
Full speed unbrakedLethalTerminal velocity impact kills instantly
Fall save (hook at impact)−50% damageRoughly halves fall damage at any height

How to approach each mode

The controls are identical across all modes. What changes is how you should use them.

Mode Read lore? Collect shards? Touch checkpoints? Key priority
Normal Yes Yes Always Learn the map, understand the story. Speed is not the goal.
Nightmare Skip all On-path only Yes Route memory over reaction speed. One clean line, repeat it.
First Kiln Never Below 50% only N/A (none) Every decision has total-run consequences. Conserve health ruthlessly.
Inverted Skip On-path only Mode-dependent Unlearn your spatial memory. Rebuild route from scratch.
Reading Ash Urn lore text in Nightmare or First Kiln is dangerous. Every text animation pauses your movement while the Murderpede continues closing distance. The lore can be read freely in Normal. In harder modes, treat every moment of stillness as a deduction from your survival margin.

FAQ

Can you attack or kill the Murderpede?

No. There is no attack button. The Murderpede cannot be killed, stunned, or slowed by any action available to the player. Survival is entirely about movement. See the Murderpede guide for a full breakdown of its AI behavior and evasion tactics.

Can you pause the game?

Yes — Esc / Menu button pauses and opens the settings menu. The Murderpede and all game physics stop while paused. Useful for checking settings during a run without penalty.

Is there a sprint or speed boost?

No dedicated sprint. Speed comes entirely from grapple physics — better swing chains produce faster movement. There is no sprint key, speed pickup, or boost mechanic separate from grapple execution.

Can you play with mouse only (no keyboard)?

Technically yes — the grapple fires and releases on LMB/RMB and look is mouse movement. But WASD directional influence is useful enough in tight spaces that keyboard is strongly recommended. Pure mouse play is significantly harder in Nightmare and First Kiln.

What happens if you touch the Murderpede?

Contact deals damage — roughly 1–2 HP per hit depending on the impact angle and speed. It does not instantly kill you (unless you are already at critical health). The danger is sustained contact: it pursues relentlessly, and if it catches you, it continues dealing damage until you break away. At 1–2 HP, a single glancing blow ends your run.

How do I activate a checkpoint?

Approach an Ash Urn (the glowing green skull-shaped objects) and press E / X / Square to interact. The game autosaves at that checkpoint. In First Kiln there are no checkpoints — the Ash Urns are present but inactive (they give no save functionality).

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