Movement
Additional mechanics for getting around.
| Action | Control | Cost or requirement |
|---|---|---|
| Afterburner | Shift + thrust | Consumes energy while active |
| Drop portal | Shift + Insert | One portal item |
| Return to portal | Insert | An active portal; no energy cost |
| Random warp | Insert | Full energy, all spent; no active portal |
| Attach / detach | F7 | Attach requires full energy and spends two thirds |
Afterburner
Agility at a cost
Hold Shift while thrusting to engage your afterburners. You accelerate harder and your top speed goes up, but it costs energy while activated.
Recoil
Shooting moves you
In game types with recoil enabled, shooting a bomb or thor will impart a small bit of acceleration on your ship. Laying a mine does not cause recoil.
Portals
Leave a way back
Shift + Insert spends a portal to drop one at your current location. The portal has a duration for which it is usable, but once that elapses it expires. While it exists, you have the ability to press Insert to instantly teleport back to the location where your portal is.
Players may also warp without a portal. If you have full energy and are not subject to antiwarp, you can press Insert to warp to a random location on the map. Warping with a portal is free, but without a portal it costs all your energy.
Attaching
Warp to a teammate
Select a teammate in the statbox and press F7 to attach. Your ship's position transfers to where they are, and the attach spends two thirds of your energy. Once attached, press F7 to detach and fly independently.
It needs a completely full energy bar, and it can still be refused — your bounty may be too low, their ship may not take turrets or may already be carrying its limit, or an enemy antiwarp may be holding you. The game tells you which.
Attaching makes you a turret on their ship, which changes how both of you fly. See Turrets.
