Controls, verified only
Strikers Club is a physics game, so inputs are the whole sport. This hub collects every control fact we can pin to an official source, and clearly marks what the community is still mapping out three days into Early Access.
Keyboard keybinds
The verified default keys (jockey on Ctrl, jump on F, camera lock on Alt) and an honest list of what is still undocumented.
ReferenceController bindings
What Steam actually lists for Xbox, DualShock, and DualSense pads, plus the confirmed left bumper jockey bind.
RoleGoalkeeper controls
The keeper's separate mechanics set: anticipation stance on Ctrl, short dives, catches versus deflections.
MechanicJockey mode
The v0.78.0 defensive stance explained: the bind, the ball-focus camera, and the jockey dash combo.
SettingsCamera & aiming
You aim with the camera in this game. Sensitivity, camera lock, invert Y, and the settings that matter.
How this hub handles keybinds
Our rule is simple: a key appears in a table only if an official source names it. The v0.78.0 patch notes put jockey mode on Ctrl and the left bumper and moved the regular jump to F. The Playtest 4 announcement puts the goalkeeper anticipation stance on Ctrl. A fix note confirms Alt locks the camera. Everything beyond that, movement, sprint, pass, shoot, and tackle keys, is not yet documented publicly, so we say so instead of guessing. The v0.82.0 launch patch cleaned up the in-game keybind menu, which remains the single most reliable reference until we finish verifying the full default layout in game.