Every key, and what the handling sliders really change.
Bloblokin plays on a keyboard, and every core action can be rebound in Settings. Handling (how the game responds while you hold a key) is fully adjustable too, and matters more than most newcomers expect.
| Action | Default keys | Notes |
|---|---|---|
| Move left | ← | Hold to slide continuously |
| Move right | → | Hold to slide continuously |
| Soft drop | ↓ | Falls faster while held |
| Hard drop | Space | Drops and locks instantly |
| Rotate clockwise | X / ↑ | Wall kicks apply automatically |
| Rotate counter-clockwise | Z | Same kick rules |
| Rotate 180° | A | One press for a half turn |
| Pocket swap | C / Left Shift | Once per blob |
| Fire item 1 | D | Item modes only |
| Fire item 2 | F | Item modes only |
| Fire item 3 | G | Loadout only; Mayhem holds two |
| Pause / menu | Esc | Also opens the in-game menu |
All 12 of these can be remapped, and each supports two keys, so you can keep a default and add your own without losing either. A few things are not on this list because they are not rebindable: in a rumble, the number keys 1–4 pick a targeting strategy and Tab cycles a manual target.
These four settings decide how a held key behaves. They are the same controls competitive stackers tune elsewhere, and Bloblokin exposes all of them:
If you are unsure, leave them alone and play. When you do start tuning, change one value at a time and give it a few games: handling changes feel wrong before they feel better.
In online matches your handling is locked at match start and sent with the match, so both players are on settings that cannot change mid-game.
Bloblokin needs a keyboard to play. A gamepad works out of the box and can be switched off in Settings. On a small screen the game shows a size notice rather than a cramped, unplayable board; we would rather tell you than hand you a broken game.