Shovel Knight Beginner Guide: Shovel Controls, Landing and Retrying

Check PC inputs against their setting names, then review starting and cancelling a Shovel Drop, selecting relics and retrying after failure. Specific recovery examples are in collapsed solutions.

Edition: Shovel of Hope within Shovel Knight: Treasure Trove for PC Steam (app 250760), normal single-player main campaign. New Game+, co-op, other campaigns, Showdown, DX, Dig and Pocket Dungeon are treated separately.

Verification scope: Public sources compared on 2026-10-04. The game has not been launched, the current build number has not been checked, and not every current Japanese UI name has been verified. Follow the controls shown in your settings.

Sources checked: 2026-10-04

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Check PC inputs against the settings screen

Public PC control references list WASD, K or Space, J, L, E and Enter. These can be remapped, so use your Options bindings if the keys below do not work.

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Check PC inputs against the settings screen: 7 entries
ActionExample PC inputRequired stateIf nothing happens
Move, climb ladders and talkWASD; W is upStand on walkable ground, overlap a ladder or approach a residentCheck your position and movement bindings
JumpK or SpaceGround that permits a normal jumpDo not confuse menu confirmation with attack
Normal attackJSwing forward on the ground or in the airCheck whether the target is within reach
Shovel DropS (down) while airbornePoint the shovel down and hit an enemy or object you can bounce onCheck that you entered the command in the air, rather than focusing on holding it
Cancel Shovel DropNormal attack, J, while airborneWhen you want to land on a platform instead of continuing to bounceCheck that another down input is not restoring the stance
Use a relicL, or W + J depending on settingsSelect a relic you own and have enough magic remainingDo not confuse this with another campaign's controls
Select relic / pauseFor example, E / EnterSelect a relic in the subscreen / open OptionsFollow your own displayed bindings

This guide does not tell you to hold Jump to charge an attack. The charged-attack upgrade uses a held Attack button.

Shovel Drops behave differently on different targets

Not every target gives the same bounce height. Look at enemy defenses, breakable ground and the kind of bubble involved, then choose your landing point first.

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Shovel Drops behave differently on different targets: 4 entries
Target or stateWhat to checkInput distinctionFailure to avoid
Normal groundEnough room to landAlign horizontally and descendLanding on breakable ground while still Shovel Dropping
Bounceable enemy or objectIs its upper surface exposed?Jump, press down, then adjust horizontallyDropping onto shields or blades without checking
Breakable blocksWill any ground remain underneath?Break only what you need and cancel with a normal attack if necessaryDigging through several blocks and falling into a pit
Shielded enemyShield direction and the moment after a chargeAttack the unguarded sideAssuming an attack from above always works

Targets that produce a high Shovel Drop bounce differ from objects that produce a low one. Reach and safe height are not given as fixed numbers that have not been measured.

Solution 01

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Control example: practise starting, cancelling and landing early on

  1. At the rising bubbles in The Plains, first identify the floor on the far side
  2. Jump above a bubble, press down in the air to hit it, then add horizontal movement after bouncing
  3. When digging down through blocks, use one normal attack to cancel Shovel Drop once you have opened the hole you need
  4. Confirm you have landed before approaching the next enemy. If you fall short, adjust takeoff and the target's position separately

Do not apply the bubble-bouncing action directly to underwater bubble-like blocks. Some of those platforms disappear when you stand on them.

Decide before destroying a checkpoint

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Decide before destroying a checkpoint: 4 entries
StateWhat you gainWhat you loseExample first-playthrough decision
Activate it and leave it intactPractise from a nearby point after deathForgo the extra money from destructionKeep checkpoints before unfamiliar sections
Destroy a breakable checkpointMoney on the spotThe ability to restart at that checkpointConsider it only when you can reliably pass the following section
Already destroyedRestart from the previous intact checkpointRepeat the distance back to where you wereYou may prioritize finishing over recovering bags
New Game+Retry while retaining purchased equipment and other progressFewer checkpoints and healing opportunitiesDo not rely on the meals and checkpoints of a normal playthrough

Not every checkpoint can be destroyed. Even if a checkpoint returns when you revisit a normal stage, do not assume you can immediately restore it during your current attempt.

Solution 02

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Three choices after dropping your money

Wide tables scroll horizontally.

Three choices after dropping your money: 5 entries
Recovery and money stateRecovery stepsWhen it is lostDecision and exceptions
Die in normal armorFrom the last active checkpoint, locate the bags visuallyAs a rule, you drop 1/4 of the money you carryLosing money does not end the game through a limited-lives system
Bag on safe groundDeal with enemies before touching the bagDying again before recovery replaces the previous bagsDo not jump past enemies just to chase the bags
Bag floating above a pitIf you own the Fishing Rod, see whether you can retrieve it from the groundJumping straight at the bag and dying againThe rod also consumes magic. Recovery is not guaranteed at every position
Cannot recover bags reliablyProtect your remaining money and continue, or consider Return to MapReturn to Map also rolls back gains and progress since entering the stageIt is not a way to keep the bags and escape safely
Final Guard equippedUse the same recovery processSources state that the money dropped is reduced by halfRounding has not been checked. It does not prevent falls

Distinguish retrying after death from ending a session

A checkpoint inside a stage does not mean you can permanently save there and quit.

  1. To continue, retry after death from the active checkpoint
  2. To cancel this visit, read the Return to Map explanation before selecting it
  3. To finish a session, return to the map after a clear or leaving the Village, and confirm the save has completed

The official instructions describe returning to the title as quitting without saving and Return to Map as rolling back to when you entered. You do not need to delete a save to recover.

Frequently asked questions

I keep bouncing in the air

A normal attack cancels Shovel Drop. On flat ground, check whether you are pressing down again after cancelling it.

My relic does not activate

Check the relic selected in the subscreen, your remaining magic and the Use Relic binding, in that order. Also check whether activation uses Up + Attack or a dedicated button.

Is destroying every checkpoint more profitable?

You are trading restart distance for extra money. Keep checkpoints in unfamiliar sections, then decide after checking whether you can reliably pass the route ahead; this makes practice easier.

Can I quit while keeping what I picked up?

It depends on how you leave. Official saving generally happens when you return to the map, while Return to Map rolls back progress from this stage visit. Check the saving section.

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