THE FRAME
W A S D walk
SHIFT run (drains power)
SPACE jump
MOUSE look · CLICK engage (hold to keep firing)
WHEEL camera boom
1–4 the abilities your parts grant
E talk / read / loot / enter — whatever is near
C the calling (when the desert has given you one)
THE PANELS
I / TAB the body — parts, cargo, crafting
M the chart — drag pans, scroll zooms, click sets a waypoint, type to search
J the memory log — work, lore, legends
P photo mode — the world holds still ([F] photographs)
ESC system interrupt (this menu)
THE DESERT, BRIEFLY
You are a machine that woke up alone. The STILLS are walled settlements around water-wells; their people trade, talk, remember, and post work. Disposition is earned — and spent.
The RUST is the red growth in your meter and the world's flesh. Nests spread it; storms and deep places feed it. Consumables purge it, or you can listen to what it is trying to say.
The WELLS at each still answer questions, post contracts, and hold the settlement's memory. Some things are only offered when the moment is right.
The COMPANY: souls who trust you may walk with you — two chairs at most. Arm them, hear their wants, and they will refuse to fall when it matters.
The LATTICE: attuned anchors let you transmit between distant places. The first ride costs nothing but nerve.
Everything else — the wars, the colossi, the old ones, the stories — the desert will tell you itself. Ask about the glowing words.