Controls
Short list, and one entry on it does more work than the rest combined.
| Key | Action | Why it matters |
|---|---|---|
| Shift | Sprint | Half of the only escape that works. |
| C | Crouch / crawl | For not being seen, not for getting away. |
| Shift + C | Slide | The other half. Chained with sprint, it breaks line of sight. |
| F | Flashlight | Essential in No Power, useful everywhere else. |
You can also switch between first and third person. Third person shows you more of the corridor behind you, which is worth more than the framing you lose.
The meter under your hearts
Below the hearts sits a number with a bar under it and a one-word label. Sprint and the label reads RUN +4.0, sometimes a smaller step such as RUN +2.9, while the number climbs into the high twenties. Walk and it switches to WALK and the number drains back to 0. A slide pushes it further: one run shows SLIDE at 45 with the bar turned red.
One group of players calls it a noise meter, “We have a noise meter, guys.”, and the labels fit: sprinting and sliding fill it, walking empties it. What a full bar does, and whether crouching or crawling has a label of its own, is not established. When the monster is close but has not seen you, walking keeps the number down.
On the movement itself, the clearest statement of what actually saves you comes from a player mid-chase: “the only way we can outrun the killer is if we sprint and slide.”