The short answer

End of Abyss uses twin-stick controls: the left stick moves Cel and the right stick aims and fires in 360 degrees. Hold fire to charge the pulse pistol, click the right stick to reload, and use the face buttons to dodge roll (no stamina cost) and heal. Exact button assignments, PC keyboard bindings and key rebinding have not been confirmed before launch.

Confirmed controller layout

Every public preview was played on a controller. The table below lists each action and how it is performed, based on Xbox Wire, GamingTrend, Shacknews, Game Informer and GameSpot. Where a preview only said "a face button," the specific button is not given here.

ActionInput
MoveLeft stick
Aim and fireRight stick, full 360-degree twin-stick aiming
Charged shotHold fire with the pulse pistol
ReloadClick the right stick (per GamingTrend)
Dodge rollFace button, no stamina cost
HealFace button, limited uses refilled at save points
SprintSprint button; aiming is less agile while sprinting
GrenadeTap for a close throw, hold for a farther throw
ScannerScan doors, walls, items and enemies
FlashlightCan be switched on in dark areas

How twin-stick aiming feels

The camera looks down on Cel from above, and you aim independently of movement. Game Informer called the shooting smooth and said every shot feels deliberate. Shacknews described whipping the right stick around to fire while carefully steering with the left.

Aiming is demanding. GameSpot said you have to be almost exactly on target to land hits, and But Why Tho found the twin-stick setup difficult in tight corridors. Expect a short adjustment period if you are used to over-the-shoulder shooters.

Charged shots and reloading

Holding fire on the pulse pistol charges a powerful shot. Xbox Wire noted that releasing it temporarily drains your ability to shoot, so firing it at the wrong moment leaves you exposed. Game Informer liked charging up before entering a room.

Reloading is mapped to clicking the right stick, according to GamingTrend, which called the choice clever given that the same stick handles aiming. The pistol's ammo is infinite but recharges over time; the shotgun uses limited shells. See the weapons page.

Dodge roll, sprint and healing

The dodge roll sits on a face button and has no stamina meter, so you can chain rolls freely. Survival depends on timing and spacing. Sprinting is available, but it reduces your agility while aiming and will not always get you out of a bind.

Healing is also on a face button and has limited uses. It recharges when you rest at a save point, which also respawns most enemies. That makes deciding when to heal an important part of every fight.

Grenades, flares, Scanner and flashlight

The grenade input changes with how long you press it: tap for a close toss or hold for a longer throw. Grenades can hurt you if thrown carelessly, so give yourself room. Flares light areas and distract some enemies.

The Scanner is used constantly to tag objects on the map; the Scanner guide covers it in depth. The developers also confirmed a flashlight for the darkest areas, which are usually basement levels.

Control habits that keep you alive

Previewers kept returning to the same few habits. Most fights happen in small rooms and tight corridors, which punishes wide movements and rewards short, precise inputs. These habits come straight from how the demos were described.

  • Stand still to aim. GameSpot found shots land best when you stop and line them up rather than firing on the move.
  • Roll through, not away. With no stamina cost, a well-timed roll past an attack opens more space than backing into a wall.
  • Don't sprint into fights. Sprinting reduces aiming agility, so drop out of it before engaging.
  • Give grenades room. A close tap-throw in a narrow corridor can catch you in the blast.
  • Charge on approach. Enter rooms with the pistol charge ready, as Game Informer's previewer did.

None of this requires special settings. Once you are comfortable, the next step is learning each enemy's pattern with the Scanner.

PS5 DualSense and accessibility options

The PlayStation Store lists DualSense vibration and adaptive trigger support for the PS5 version. Vibration and trigger effects are optional, and the game can be played without motion or touch controls.

  • Adjustable stick sensitivity
  • Subtitles
  • Optional vibration and adaptive trigger effects
  • Playable without motion or touch controls
  • Pausable gameplay when offline

More PS5 details are on the PS5 page.

Frequently asked questions

Does End of Abyss have a stamina bar?

No. Previewers confirmed there is no stamina limit on the dodge roll. GameSpot noted that the pistol's recharging ammo acts a little like a stamina bar instead.

Can I aim with the left stick?

Movement is on the left stick and aiming is on the right stick, as in other twin-stick shooters. No alternative aiming scheme has been confirmed.

Does it support the DualSense?

Yes. The PS5 version supports DualSense vibration and adaptive trigger effects, and both can be turned off.

How do I reload?

GamingTrend reported that clicking the right stick reloads. The pulse pistol's ammo also recharges on its own over time.

Keyboard, mouse and rebinding: not confirmed yet

No preview used keyboard and mouse, and no official PC control scheme has been published. It is also not confirmed whether you can rebind keys or buttons. We will not list guessed bindings.

The PC version is sold on the Epic Games Store and launches on October 1, 2026. This page will be updated with the full controller button map, PC bindings and remapping options once the game is released. See the PC page for current PC facts.

How this page is sourced

This page only uses details from official store pages, developer statements and hands-on press previews. Anything unconfirmed before the October 1, 2026 launch is left out and will be added once verified. Last research pass: September 28, 2026.

Sources

References and further reading for this article.