Walk
Hold a key, a button, or the mouse on the map to keep walking. Left and right arrows walk west and east. Click any hex you have revealed, on the main map or the small one, to transport there. You can wade rivers. Wading teaches you the water: after 100 wades you can swim one hex from the shore, further as you swim more, and after 1,000 hexes swum you swim freely, floating when you tire. If water blocks you, you follow the shore in the same general direction. Each step is 5 seconds. Space holds your ground for a turn and turns you to face the nearest danger (the white dot shows which way you face). An animal near your own size backs off while you face it, chases if you turn away, and bolts if you advance on it. Walk at something you can see in water you cannot enter and you reach for it; a stick makes that far more likely to work, and every try counts as a wade. The weather shows at the top left of the map; rain quenches thirst, thins your scent and beats fires down. Lightning sometimes starts a fire: an orange arrow points to its smoke. Bring a stick to a fire and it catches; a burning stick keeps every beastie off until it burns out, and fresh wood keeps it going. F feeds a fire or, once you have handled fire 100 times, sets one down. At one of your graves, G stays a moment and keeps the place. You drink whenever you stand beside a river or lake; the sea is salt. Washing in water thins your scent. After 16 hours awake you fall asleep where you stand for 10 hours; Z sleeps now, and a cave is the safe place to do it.