The whole panel is worked from the keyboard, and the whole panel is worked from a controller. Pick whichever you like. The game is keyboard-native and plays well on the Steam Deck. Print this page and tape it to your terminal until the keys are second nature.
| Key | Action |
|---|---|
| 1–9 / ↑↓ | Select a track |
| A | Admit: press for APPROACH, again for PROCEED / THROUGH |
| R | Release / depart the berthed train |
| H | Hold, one grace window on a late move |
| E | File the incident report on a locked track |
| P | Pause |
| M | Mute |
| S | Settings (colour scheme, audio, display) |
| F11 | Toggle fullscreen |
| Q | Quit to the roster |
| Button | Action |
|---|---|
| D-pad ↕ / left stick | Select a track · navigate menus |
| A | Admit (Approach → Proceed) · confirm |
| RB / LB | Release the berthed train |
| X | Hold (grace) |
| Y | File the incident report |
| View | Pause |
| Menu | Settings |
| B | Back / quit to roster |
Xbox-style labels shown. The left stick or D-pad both navigate.
- Pick a grade (1–6 or ↑/↓, then Enter).
- Pick a railyard from the 8-slot board (arrows or 1–8, Enter; Esc to go back).
- Work the shift. When it ends, you are graded and your progress is saved.
Remember
Every control is always live, including the unsafe ones. That is deliberate: the interlocking is
your safety net, not a lock on the keys. See Section 2 for the four
moves that trip a lockout.
That is the whole manual. You are cleared for your induction shift.