Movement & input

Wonderland controls & keys

The toy park is built for panic sprints and precise platforming. Learn the default PC bindings below — Mobile uses the on-screen joystick and buttons, and Console uses the gamepad equivalents for the same action set. Stamina only recovers while you walk, so movement discipline is survival.

By Wonderland Wiki

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Default keybindings (PC)

Confirmed from launch-day gameplay. Exact bindings may vary slightly by platform.

Action
Key
Notes
Move
W A S D
Walk to recover stamina; sprinting drains it.
Jump
Space
Basic hop over gaps and small hazards.
Double Jump
Space ×2
Tap jump again mid-air for a second boost to clear wide gaps.
Wall Jump
Left Shift + Jump
Press against a wall to kick off — a core early-game movement skill.
Slide
Left Ctrl
Slide under obstacles and through narrow gaps.
Crouch
C
Lowers your profile; pairs with the Wonder Mask for stealth passage.
Interact / QTE
E
Flip levers, insert fuses, revive downed teammates, solve capture QTEs.
Use / Equip Item
1–4 / Click
Swap and trigger held Wonder Shop items from the hotbar.
Open Map
Map item
The Map (drawn by Wander) reveals the layout and puzzle markers.

Mobile and Console map the same actions to the on-screen controls and a standard gamepad layout respectively. Every action in this table exists on all three platforms — only the input device changes.

How the movement rules actually work

Stamina is a movement resource, not a sprint bar

Stamina only refills while you are walking, never while standing still. That single rule changes how you should cross the park: the safe pattern is sprint into a room, do the objective, then walk the corridor out. Standing around at a puzzle costs you the buffer you will want at the next chase.

Double jump buys distance, wall jump buys height

The two mid-air moves solve different problems. Double jump is for wide gaps you cannot clear from a standing start; wall jump is for vertical sections and for correcting a missed ledge in the obby stretches. Practise both before the final gauntlet rather than during it.

Slide and crouch are both stealth tools

Slide is for gaps on the move. Crouch is for the parts of the park where being quiet matters — combined with the Wonder Mask it lets you pass patrolling entities without pulling their attention. If you are being chased, sliding is faster and crouching is safer; they are not interchangeable.

E is the busiest key in the game

Levers, fuse inserts, teammate revives and capture QTEs all resolve on the same interact key. That is why the interact prompt is worth watching during a chase: the breaker pulls and the final escape sequence are both timed, and both use it.

Movement mistakes that end runs

Sprinting the whole level

The most common death in Wonderland is running out of stamina in the wrong room. Walk the quiet stretches even when nothing is chasing you.

Ignoring the shared life count

Lives are squad-wide, not per player. One person taking risks burns everyone's run — check the HUD before volunteering for a risky revive.

Treating the Map as a checklist

The Map reveals layout and puzzle markers, not objectives. It tells you where you can go, not what you have already done.

Rebinding mid-run

Roblox lets you remap controls in its own settings, and the game reads those bindings. Set your scheme in the lobby, not halfway through a chase.

Changing the bindings

Wonderland reads Roblox's own input settings, so you remap through the Roblox menu rather than an in-game options screen. Two things are worth doing before a serious run: move the interact key somewhere you can hold it while moving, and settle your jump/double-jump timing in the lobby — the mid-air controls are the ones that punish a fumbled press. If you play across PC and a console, set the same scheme on both so your muscle memory carries over.