Steam page live since 27 October 2026 · release window 2028 · every field on this site re-checked 28 October 2026
Wonderful Neoran Valley Guide

Controls, UI and what the screens show

Controller support on Steam, what the interface is called in the studio's writing, and which parts of the HUD have actually been shown in public.

Last checked 2026-10-28 · Game build Announcement build, Oct 2026

Quick answer

Steam lists full controller support and DualSense support, and the game is single-player only. Interface language from the studio: Timeline, Synapse, Jewels, Sigils, Traits, Actions and Neura charges.

Last checked: 28 October 2026 — Steam store fields and the trailer battle screen.

The battle interface from the trailer, with the action queue enlarged

Steam says full controller support and DualSense support. The interface itself has been shown once, for about two seconds, and it is more informative than the store page.

What Steam guarantees

FieldValue
Single-playerYes
Full controller supportYes
DualSense Controller SupportYes (listed in the category set)
Steam InputNot separately listed — support is native
Keyboard and mouseSupported by default on a PC store page
Online featuresNone listed

"Full controller support" has a specific meaning on Steam: the game can be played start to finish with a pad, including menus. That matters here because a planning interface with seven slots and an action menu is exactly the kind of screen that gets shipped mouse-only by accident.

DualSense support suggests adaptive trigger or haptic use rather than mere button mapping, though the studio has not described what it does with the pad.

The interface, by name

The studio's own vocabulary is consistent across its site, and it is worth learning before launch because these words are what the UI will use:

TermWhat it refers to
TimelineThe shared queue of the next seven turns
SynapseA party action resolved before the queue starts
ActionsThe moves a Neoran brings to the queue
JewelsPassive team-wide artefacts, forged by Iris
SigilsModifiers attached to a single action
TraitsPassive properties, some global
Neura chargesThe resource Synapse actions consume
Baseline FormThe earlier stage of an evolving creature

What the battle screen shows

From the only public frame of combat, at about 0:18 in the trailer:

  • A party column down the left with creature nameplates and health.
  • A numbered queue across the bottom, slots 1 to 7.
  • An action menu with named abilities: Venomous Bite, Thorns Tango, Bramble Shield, Rollin', Smack, Pear-A-Medic.
  • Two universal verbs: Pass and Switch.
  • A FIGHT! button to commit.

That is a dense screen: five party members, seven queue slots, and an action list, all visible at once. On a large monitor it is fine. On a Steam Deck it is the single biggest open question about the game — see the Deck page for why that matters.

The dialogue interface

The one screenshot with UI on it shows a simple nameplate plus dialogue text, overlaying the scene rather than cutting to a separate conversation screen. That is consistent with the design's emphasis on creatures being present in the world: you talk to them where they stand.

The trailer also shows a confirmation dialog over a battle — a yes/no prompt asking whether you are sure about the plan. That is the only other interface element visible anywhere in public material.

What has not been shown

ElementStatus
Map screenNot shown
InventoryNot shown
Jewels screenNot shown
Creature detail sheetNot shown
Run summary or hubNot shown
Settings or accessibility optionsNot shown
Key bindingsNot published

Anyone claiming a specific button layout in 2026 is guessing. What is safe to assume: pad-first, seven-slot planning, and a confirmation step before a plan commits.

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