INDIE GAME / PLAY GUIDE
SANABI Controls Guide: Swinging, Ceiling Movement, Enemy Throws, and Robots
All chapters, 8 combat/chase sections, and 17 achievements from the 2023 main game · Updated 2026-10-12
Before crossing a large distance at once, check whether the next anchor is grabbable, when it shifts into the background, and whether you cross a red zone. Input names use PC defaults as examples; prioritize on-screen bindings if your platform or settings differ.
Separate controls by when they become available
The pulling and ceiling movement from the Chapter 2 upgrade, and Charged Dash from Chapter 4, are not available throughout the introduction.
| Action | PC default example | Use / availability |
|---|---|---|
| Horizontal movement | A / D | Build swinging momentum and head toward a wall |
| Up/down on walls | W / S | Climb / descend quickly |
| Jump | Space | Reach the next anchor beyond a wall or enemy |
| Chain | Aim with mouse + left click | Grab an anchor or enemy |
| Dash while attached to the chain | Shift | Increase swing speed and distance |
| Pull to an anchor | Space after grabbing | After the Chapter 2 upgrade; move to the ceiling |
| Charged Dash | Hold Shift and lock onto a target | Unlocked in Chapter 4; instant during the final chapter's revisits |
| Switch work robot control | F | In Chapter 3, change the controlled character within range |
Enemies and hooks have different holding times
A grabbed enemy escapes if held too long. Decide where to move or throw it, then use the execution or release input. Flying enemies can also serve as midair connections.
You can wait while holding a hook as an anchor, but some rail hooks disappear at the endpoint. Do not assume the fixed Chapter 1 hooks support the same dash as ordinary chain movement.
Platform types and choosing the route to the exit
Check an anchor's state and path before grabbing it. Platforms can be dangerous not only because they break, but because they enter red zones, lose their solid form, or stop shielding you from lasers.
| Type | What happens | Decision |
|---|---|---|
| Slightly lowering platform | Lowers when stood on or grabbed | Change anchors before heading to the next high point |
| Cargo / falling platform | Sinks or falls when grabbed or stood on | Choose the next anchor in advance |
| Yellow-rail platform | Moves along its track | Choose a safe upper, lower, left, or right surface |
| Chapter 3 mechanical platform | Switches between solid and background states | Use it while solid; use its background state as cover |
| Chapter 4 rail platform | Moves with Charged Dash | Hit it again when it stops |
| Chapter 5 memory platform | Alternating walls and ceilings | Reach the next solid surface just before it disappears |
Position the protagonist and work robot together
When switching to a robot, place the protagonist somewhere hidden from Overseer's gaze. Leave the robot on a floor switch, then switch back so the protagonist can pass through the door.
Check the work robot's control range, one-hit destruction, and robot-only lasers together. In two-robot puzzles, leave one opening the first door and move the second onward.
Consider healing and restarting separately
Distinguish activating a checkpoint from touching a healing machine. A healing machine is used once during that checkpoint attempt, so decide whether to touch it after damage rather than consuming it early while unhurt.
A directional dash after taking a hit can escape some hazards, but this does not turn factory instant-kill lasers or Legend's one-hit deaths into obstacles to deliberately tank.
Frequently asked questions (FAQ)
Nintendo Switch 2
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