+ Hold
On while the key is down, off the moment you let go. +forward;+sprint
Auto run, zoom, switch hands, a safe kill bind, bandages on a key. Choose the key on the keyboard (or just press it), choose what it should do, and copy the console line — checked by the same compiler as the Rust lab before you paste it.
Keys Rust already uses are marked with what they do — binding one replaces that. The side buttons and the wheel are on the mouse.
mouse0 left · mouse1 right · mouse2 wheel · mouse3/mouse4 side
Every recipe is Facepunch’s own example from the Rust wiki. Change the values where there are any.
bind x forward;sprint Paste them into the F1 console one line at a time, then run writecfg — without it Rust forgets them when the game closes, which is why binds “keep resetting”.
Nothing yet — build a bind above and add it.
+ HoldOn while the key is down, off the moment you let go. +forward;+sprint
One press turns it on and it stays on. Movement cancels auto run. forward;sprint
~ CycleEach press moves to the next value and wraps round. ~graphics.fov 70;graphics.fov 90
Recipes and key names are Facepunch’s, from the Rust wiki; the shipped layout is the verified one on the Rust controls page. Nothing here reaches the game — you paste the line yourself.
The controls, the raid and upkeep lab, and the pages built for one job each. Every figure is counted from what the page holds.
The bind questions the search results ask, answered from Facepunch’s wiki.
Press F1 to open the console and type bind, the key, then the action — for example bind x forward;sprint for auto run. Press Enter and the key works straight away. Run writecfg afterwards so Rust keeps it.
Because they were never written to your config. A bind typed in the console lasts until the game closes; writecfg saves it to keys.cfg in your Rust folder, and then it survives a restart.
Bind it to clear — bind x clear — or to an empty pair of quotes, bind x "". Then run writecfg so the change is kept.
Cycle the field of view with a tilde: bind mouse3 ~graphics.fov 70;graphics.fov 90. Each press moves to the next value, so one press zooms in and the next goes back.
bind x forward;sprint. Without a + in front, the actions latch on when you press the key and keep going until you press a movement key. With a +, as in +forward;+sprint, you only run while the key is held.
Bind a cycle of the viewmodel flip: bind rightarrow ~graphics.vm_horizontal_flip 0;graphics.vm_horizontal_flip 1. Each press moves your weapon to the other side of the screen.
Put them in square brackets joined by a plus: bind [leftshift+k] kill. The combination is added, not substituted — K on its own still does whatever it did before.
Cycle input.sensitivity between two values: bind mouse4 ~input.sensitivity 0.2;input.sensitivity 0.45. Press once for the low value, again for the high one.
Unofficial. Keymap Labs is not affiliated with, endorsed by or sponsored by Facepunch Studios. Rust is a trademark of Facepunch Studios. Your binds are kept in this browser only. Last checked 29 September 2026.
I answer from this site only — the 28 browser tests, the controls library for 46 games, the sensitivity converters and the two games. I can tell you which page to open, how a tool works and what its result means.
I will not guess. If something is not on the site, I will say so.
Answers come from this site's pages.