The control table distinguishes the pause, photo and port menus; QTE checks separate mapping from high-frame-rate behavior.
Configure and confirm the intended device
Connect before the comparison
Connect the intended controller, open Game → Controls and inspect the active mappings. Restart after connecting a new device; the README specifically notes a restart for picking up a new controller.
Save the mappings you intend to test
Use the launcher’s mapping controls for the selected input. Save pending settings and launch. Check a menu movement/confirm action before diagnosing a later combat prompt.
Choose the matching button icons
Under Game → Controls → In-game button icons, choose Match my controller, Xbox or Nintendo if desired. The replacement is opt-in; PlayStation icons remain the default. Restart and inspect a tutorial or QTE prompt.
Check vibration separately
Set Vibration from 0% to 100%; 0% disables it. A successful mapping does not itself prove a device’s vibration path. 2.3.0 records Windows in-game checks at 100%, 50% and 0%.
Sources: Project README · Keyboard and controller controls · Project README · What works · 2.3.0 release · 15 October 2026 UTC
Pause, photo and port-menu inputs
Changing glyphs replaces tutorial, move-list and QTE icons. The pause-menu controller drawing remains a DualShock 4. The launcher writes patched copies into the port data folder rather than changing your game folder; that drawing is therefore not a reliable test of whether the icon choice worked.
Default special inputs; custom profiles may differ
On a narrow screen, scroll the table horizontally to read every column.
| Action | Controller input | Keyboard equivalent |
|---|---|---|
| Open the port menu | R3 + L2 | Insert |
| Switch port-menu tabs | L1 / R1 | Q / E |
| Pause, on a controller without a touchpad | View | Backspace |
| Photo mode, without a touchpad | L1 + View | Tab |
| DualSense touchpad behavior | PS4-style left/right clicks; Share/Create acts like View | Tab / Backspace |
| Save-list selection and confirmation | D-pad to choose; Cross confirms; Circle cancels | Arrows; Enter; Esc |
Separate detection, mapping and a stuck prompt
A device that does not move through menus, a wrong action from one button and a QTE that receives the expected button but never advances describe different failures. Use the keyboard mapping table to compare the expected PlayStation button without assuming every contextual prompt has the same action.
For a clean comparison, temporarily avoid stacking several remapping layers: keep a note of Steam Input and launcher choices, change one layer and restore it if the test does not help. This is a diagnostic isolation method, not proof that Steam Input is generally incompatible.
2.4.0 lists button-mashing prompts and blocked paths at 120/240 engine FPS. Set Engine frame rate to 60, apply/restart, pass the affected spot, then restore the previous engine setting if desired. Reducing only the presentation limit is a different change. Engine versus presentation settings explains the distinction.
If the device still fails in basic menus, record controller model, connection, runtime tag, OS, mapping profile and any extra remapper. A failed high-rate prompt alone does not establish defective controller hardware.
Sources: Project README · Keyboard and controller controls · 2.4.0 release · 16 October 2026 UTC
Sources and method
Prepared by GOW III · PC Field Guide from the linked maintainer documentation, release records and attributed original reports, with AI assistance in research, writing and implementation. We have not played or independently benchmarked the game. Source checks describe the records read, not our own gameplay results.
- Project README · Keyboard and controller controlsDefault mappings; saved custom mappings can differ.
- Project README · What worksMaintainer feature descriptions, not this site’s gameplay tests.
- 2.3.0 release · 15 October 2026 UTCHistorical texture/RADV/hybrid-GPU fixes, screenshot and vibration validation, and known issues.
- 2.4.0 release · 16 October 2026 UTCBuilt-in aspect ratios, fast screen effects, validation hardware and unresolved issues.