
Sliding
When I'm sprinting fast enough and hold the crouch key, I can slide across the ground. This lets me build momentum quickly going down stairs and squeeze through tight spaces like a pro.
Forget the basics. Here is how to chain slides, abuse Trimping, and survive entities in Grace without dying to the updated Soul over Body patch.
Movement in Grace is less “learn the controls” and more borrow momentum the engine didn’t mean to give you. If you ever watched a good run and thought “they’re not even playing the same game,” it’s usually because of two things:
This page is written like a ladder: fundamentals → speed tech → survival under pressure. Use it as a training plan, not a wall of trivia.
The 3 rules that make you faster immediately:
Mechanics entries as wiki-style cards—names, images, and short blurbs. Use the atlas when you need to search the full set.

When I'm sprinting fast enough and hold the crouch key, I can slide across the ground. This lets me build momentum quickly going down stairs and squeeze through tight spaces like a pro.

If I jump while touching a wall mid-air, I can kick off it to change direction or gain height. I can do this twice before I need to touch the ground again (unlimited in Zen and Reprieve, four times with the 10-Point Crampons trait). I have to be sprinting to pull this off though.

Sliding down stairs and slopes is one of my favorite ways to build momentum. The game loves to chain stair rooms together, so I can keep that speed going for ages.

If I try to slide while underwater, I'll dash forward in whatever direction my camera is facing. It's a great way to move quickly through water levels.

When I'm underwater and press crouch without sprinting, I'll dash straight down. It's perfect for quickly getting to the bottom of a pool or avoiding enemies below me.

This one's exclusive to Reprieve. If I slide where the floor meets a wall, I'll get launched upwards like I hit a spring. It's a great way to reach high places quickly.

If I jump right as I start sliding, I get a little speed boost. It's not much, but every bit helps when I'm trying to move fast.

If I keep jumping while sliding and don't hold sprint, I lose less speed from friction. This lets me maintain my slide momentum for way longer than usual.
30 more entries not shown here
Open the atlas to search, filter by image, and load everything.
Open mechanics atlasHolding slide until you stop is how runs end in doorways. The useful pattern is: slide → jump on the first frame you can → keep tapping jump while the slide continues without holding crouch. You are trading “clean inputs” for “the floor stops stealing your speed.”
What to practice:
Slide, release crouch, and drive into a slope—doorframe rocks, ramps, anything that reads as a ramp to the physics. You are not asking for height politely; you are converting forward motion into launch. Some idle animations change how the collision feels; treat that as tuning, not magic.
When trimp is worth it:
If you can’t land it 7/10 times, it’s not a run strategy yet.
Treat wall-kick as a direction change for stored speed. Fall fast, kick off a wall, land in slide. The sequence is less “climb” and more “redirect.”
Two clean uses:
Rosary Ring + crouch spam can intersect map geometry. Competitive contexts often treat heavy automation as a different category than manual attempts—know the rules of the room you’re in before you optimize.
Safety note:
If a technique relies on intersecting geometry, assume it can be patched at any time. Learn it as a tool, not as your only way to be fast.
Door tricks get patched. If the audio says Carnation, assume the old door meta is a liability until you verify it yourself. Sorrow reads like an instant delete; in practice there is sometimes a thin reaction window—still assume death if you’re guessing.
Survival mindset:
Camera head lock + slide can turn your screen into noise. If you’re learning wall-kicks, turn it off. If your pinky is done with crouch, move crouch to a mouse button. Traits that add wall-kicks (e.g. 10-Point Crampons) are training wheels with stats attached.
Warm-up (5 minutes):
Tech focus (7 minutes):
Pick one: slide chains, trimp setups, or wall-kick redirects. Repeat one room type until you can do it without thinking.
Real-run simulation (3 minutes):
Do a short run where the goal is not “win” but “never fully stop.” If you stop, reset the attempt.
Complete guide to Good Light, the important mechanic and character in Grace. Learn about its appearance, behavior, trivia, and symbolic role as The Son.

A short safety-style note on run hazards—what they change, why the list is tiny, and why each line still matters.

Why Grace’s cosmetic catalog is mostly idle poses and references—and where to browse the full set before you spend currency.
