POWDERLINE
GUIDE · CONTROLS

Controls and settings

Keyboard, controller and touch in full, plus every setting and what the quality watchdog is doing.

Snowboarder crouched low in a tuck, arms in, on a daylight slope
Tuck (W): low, arms in, less drag. In the air the same key throws a frontflip.

Keyboard

KEYON SNOWIN THE AIR
A / Dcarve left / rightspin
Wtuck for speedfrontflip
Shockey stop — hold to stay stoppedbackflip
SPACEjump — also pops you off a rail—
SHIFTride fastergrab
T · M · Ptime of day · mute · pause (ESC also pauses)
Rreset — picks you up where you fell
L · K · Nradio on or off · station (POWDERLINE FM's lofi or APRÈS FM's deep house) · next track

Steering is progressive: the edge engages over about a tenth of a second and releases a touch quicker, so a tap is a nudge and a hold is a carve. A tuck held across a kicker lip is a frontflip and a steer held across it is a spin — the takeoff reads the keys you are already holding as intent, so a trick never needs a separate button.

Controller

Plug in any standard gamepad and it works without setup. The mapping follows the keyboard:

Landings, boosts and wipeouts come through the rumble, scaled to the impact.

Snowboarder leaning into a carve, the board tilted onto its edge
Carve (A / D): the board tilts onto an edge and the rider leans with it.

Phone and tablet

On a touch screen the left half of the screen is a floating steering pad: put a finger down anywhere there and drag. About 64 pixels of sideways drag is a full carve (a spin in the air); a vertical drag of 30 pixels or more past the dead zone engages tuck or brake (front or back flip in the air). JUMP is a tap and BOOST is a hold — faster on the snow, a grab while airborne. Tap anywhere on the wipeout card to drop back in.

Landscape is the intended orientation: the chase camera is framed for a wide view. Portrait works, with the field of view opened up to compensate.

Settings

The quality watchdog

Whatever you pick, a watchdog keeps the frame rate honest. If the game sits under about 42 fps for two and a half seconds, the render resolution steps down 15%; once it has held over 57 fps for ten seconds, it steps back up. It bottoms out at 60% of your chosen resolution. A slightly softer image reads as nothing at all; a stutter reads as broken. Choosing a quality setting by hand resets the watchdog to a clean slate.

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