
Official screenshot · Steam media gallery · © WDR Studios / Digital Pajamas / Behaviour Interactive. Material statement.
When wall running is introduced
The Level Design devlog places wall running and goo bouncing in Level 3 of campaign onboarding. That statement describes when the developers introduce these movement ideas in the full campaign. It is more specific than simply knowing wall running appears in the game.
Campaign onboarding and demo progression are not automatically the same sequence. The trial is packaged as its own experience. Do not assume that being in a particular demo area means you have reached the corresponding campaign level.
How it fits the movement system
The publisher includes wall running among the ways to traverse Dalton’s Dinos. Running, jumping, climbing, bouncing and sliding are also part of the officially described movement system. Wall running belongs to this larger set of traversal tools rather than to weapon combat.
The escape premise gives those actions their purpose. The creatures are threats to outmaneuver, and the environment provides the space in which movement matters. Knowing that role helps frame the mechanic without claiming that any wall or surface must support it.
Learn it alongside goo bouncing
The devlog groups the introduction of wall running with goo bouncing. This pairing is a documented part of the campaign’s teaching sequence. It does not, by itself, establish the exact order of jumps or interactions inside a particular encounter.
The two names should also remain distinct. A reference to a bounce is not automatically a wall-run instruction. Look for the action the game is introducing instead of treating every aerial movement clip as an example of the same mechanic.
Use the actual tutorial for buttons and timing
The source set does not contain a verified wall-run key, controller button or jump-off input. It also does not establish a minimum approach speed, required angle or marked-wall rule. Supplying those details would turn an official movement overview into an unsupported control tutorial.
The useful next reference is the prompt shown in the version and control scheme you are using. A captured in-game tutorial can establish what to press, while an official feature list cannot. This page therefore gives the confirmed introduction and role, rather than a guessed sequence.
Keep campaign and demo advice in context
A demo video can show movement without proving where that action is taught in the campaign. Likewise, the developer’s Level 3 statement does not establish that the demo contains the same level structure. Matching the scope is essential before following a progression claim.
The reliable information here is the mechanic’s existence and its place in campaign onboarding. The publisher and level-design devlog support those points. Exact execution advice should come from the tutorial itself rather than an inferred physics rule.
Sources & article scope
Research checked October 27, 2026. Campaign onboarding described by the developer · Exact inputs not established. Send a correction.