Tainted Grail: The Fall of Avalon

Tainted Grail: The Fall of Avalon

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Where's the inventory on Controller?
I loaded up this new build, picked a thief, started looting the dead guards and tried to equip their gear. There was zero button to access the inventory. I had to use my keyboard and Press i to see the inventory. This should be mapped to a controller button.
Sadly, I think this game still requires a fair amount of polish and the target release date may be premature, which will hurt the the games sales.
A game like this needs to be complete. Gamers are very temperamental and vocal about an experience and will quickly hurt any sales if they feel it's poorly implemented.

I hope the team has the time and resources to take this from decent to great.
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Showing 1-6 of 6 comments
you have to go into the general menu, then tab over to your gear/inventory
The Moof Mar 30 @ 4:37pm 
Originally posted by Dread Arkive:
you have to go into the general menu, then tab over to your gear/inventory

I'm having the same issue. The problem is none of the controller buttons are mapped to open any menus (General, Equipment, etc).

As a workaround, I edited the Steam Controller config to map an unused, unbindable button to keyboard 'I' (likely the button they forgot to bind to menus).
I dunno what to say, since it works fine on my Xbox controller. Is your controller already connected before launching the game? Sometimes that messes games' controller support up.
Last edited by Dread Arkive; Mar 31 @ 11:22am
SmUdGeE94 Mar 31 @ 10:37pm 
Had the same issue. Just been having to use the I button on the keyboard to open inventory
Wiphand Apr 1 @ 6:52am 
as per the latest patch notes it seems to be steam input breaking the bindings. they're working on a fix but disabling steam input (that butchers ps controller functionality anyway) is a temporary solution
Originally posted by Wiphand:
as per the latest patch notes it seems to be steam input breaking the bindings. they're working on a fix but disabling steam input (that butchers ps controller functionality anyway) is a temporary solution

Using a Dual Sense, the microphone button is unassigned. Bound it to "I"
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Showing 1-6 of 6 comments
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