What should a new player do first?
Enter one match to learn six confirmed inputs: M1 fires, M2 aims, C crouches, Q and E lean, number keys swap weapons, and P opens helmetcam. Then play from cover and change only one setting or habit at a time.

Know what you are joining
The official title is TTK Testing [MAP VOTING], published by Sable Digital. The live game is described as a public free-for-all test, not a finished tactical campaign or a complete team mode. Servers currently allow up to eight players, and the project has a compatibility focus covering PC, mobile, Xbox, and PS5.
That context changes how you should approach the game. Expect mechanics and presentation to move during development. Do not spend your first session searching for community-made damage charts or a perfect competitive setup. The quickest path to useful progress is learning what the current build actually lets you do.
| Action | Confirmed input | First thing to notice |
|---|---|---|
| Fire | M1 | Whether you can keep the target centered while firing |
| Aim | M2 | How much of the screen the sight picture occupies |
| Crouch | C | How your view and movement change near cover |
| Lean | Q / E | Which side exposes less of your position |
| Swap weapon | Number keys | How quickly you can select the intended slot |
| Helmetcam | P | That it is a separate view feature, not the aim control |
Your first 60 seconds
Use the opening minute to remove basic uncertainty. The goal is not to win the round immediately; it is to confirm that you can see, move, aim, and leave cover without searching for a control.
Check the view
Identify one solid piece of cover and one route back. Do not sprint into the first open crossing.
Confirm aim and stance
Test M2 and C once where the input will not cost you a fight.
Check both lean directions
Use Q and E beside cover. Return to neutral after each peek.
Confirm your weapon state
Use the visible slot and number keys before entering the next angle.
Editor note: this is a learning routine, not a claim about spawn protection, movement speed, or hidden match rules.
Use one match as a control check
A first match is more valuable when it has a purpose. You are not trying to prove which weapon is strongest. You are checking whether every basic action is comfortable enough to use under pressure. Find a quiet moment when possible, then work through the controls in a fixed order.
- Fire and aim separately so you do not confuse the two mouse inputs.
- Crouch behind cover, stand again, and notice whether the change helps or blocks your view.
- Lean left and right from the same edge instead of leaning in open ground.
- Use the number keys to swap, then return to the slot you meant to use.
- Press P once to understand helmetcam, then return your attention to normal play.
- Finish the match before changing several settings at once.
Simple habits that make fights easier to read
The advice below is editorial practice, not an official promise about hidden mechanics. It is useful because tactical shooters punish players who give opponents a clear, stationary target. Move between pieces of cover with a destination in mind, and avoid leaning when there is nothing beside you to conceal the rest of your position.
When a fight goes badly, identify one cause you can act on. You may have aimed before checking the angle, swapped at the wrong time, or remained exposed after firing. A specific correction helps more than changing every option or copying an unexplained loadout.
- Keep the center of your view near the place an opponent is likely to appear.
- Use cover before using lean; lean is not a substitute for cover.
- Avoid unnecessary swaps while an opponent can reach your angle.
- Test one change for a full match before deciding whether it helps.
Understand announced plans without confusing them with the live test
Sable Digital has described planned co-op PVE with squad AI, story scenarios or missions, and team PVP. A linked developer discussion also describes Survival as cooperative wave play, Missions as linear operations, Quick Play as standard PVP, and Ground War as larger objective-based PVP.
Those modes describe direction, not guaranteed live features. For now, learn in the public FFA test and check the updates page before expecting a planned mode to be playable. That keeps your first-session expectations accurate and gives you a stable foundation if the game expands.