There is no lock-on
Mistfall Hunter has no lock-on, no target lock and no key to bind for one. Combat is free-aim: you point the camera, and your attack goes where the crosshair is. Nothing snaps a target into place and holds it there the way a Souls-like would.
This is a deliberate design choice rather than a missing feature, and it shapes everything about how fights play. Because the camera is your targeting system, camera control is a combat skill — circling a monster, keeping a group in frame, and holding an angle on a moving player all do the job that a lock-on would otherwise do for you.
What you get instead: aim assist
In place of a hard lock, the game runs an aim-assist layer on your character. It never takes a shot for you and never holds a target — it nudges and slows your aim as it passes over one. Two separate mechanisms do the work, and the game exposes both:
- Snapping
- Pulls your aim toward a target as you sweep across it. Split into an angle-snap component (how far it bends your aim) and an input-snap component (how much your own stick or mouse input is bent).
- Damping
- Slows your aim down while it is on or near a target, so you overshoot less. Has its own strength, plus a range and a distance that define the zone it applies in.
- Double-flick
- An optional toggle. When it's on, flicking the stick twice in quick succession is treated differently from a single sweep, so a deliberate re-target isn't fought by the assist.
Both snapping and damping are bounded by a range and a distance — aim assist only does anything inside that envelope. A target beyond it gets no help at all, which is why long-range shots feel entirely manual.
Aim Assist Strength is a preset, not a single slider
The Aim Assist Strength option in Controls looks like one slider, but it writes seven values at once: angle-snap strength, input-snap strength, snap range, snap distance, damping strength, damping range and damping distance. Moving it moves all seven together.
Aim assist changes with your weapon
This is the part most guides miss. The game applies a different aim-assist configuration depending on whether you are holding a ranged or a melee weapon, and it re-applies it the moment you swap.
| Treated as | Weapon types |
|---|---|
| Ranged | Bow, Staff, Conduit |
| Melee | Every other weapon type |
So a Conduit caster and a Bow user share aim-assist behaviour, while a Mace user — despite Conduit and Mace otherwise sharing subclass-style rules — gets the melee profile. If aim assist feels inconsistent to you across a loadout, this is why.
The skills that do track targets
A small number of skills do something closer to locking on, but it is per-skill and time-limited rather than a mode you enter:
- Stitch and Thread
- Opens a 2-second wind-up during which it soft-locks enemies near your crosshair, up to three at once. It prioritises lower-Health players, and a higher-priority target entering the aiming area replaces a lower-priority one. On release the javelin pierces the locked targets in order, closest to farthest.
- Reverent Seer ally-targeting skills
- All of the Seer's ally-targeting skills carry their own aim assist, and there is a dedicated input to target yourself instead of a teammate.
Controller and mouse are configured separately
Because there is no lock-on to fall back on, the camera settings matter more than usual — and the game keeps mouse and stick options apart rather than sharing one sensitivity:
- Camera sensitivity has independent mouse and stick values.
- Camera smoothing is separate for mouse and gamepad, and the stick additionally has its own response curve.
- The right stick has its own horizontal and vertical sensitivity, plus a dead zone and an outer threshold.
- Y-axis inversion, cursor speed and cursor damping are all exposed.
- Gamepad bindings are fully rebindable as their own set, independent of keyboard bindings, and the two sticks can be swapped.
Frequently asked questions
Can you lock on in Mistfall Hunter?
No. Mistfall Hunter has no lock-on or target lock. Combat is free-aim — every attack and ability goes where your crosshair points, and there is no key to bind for locking a target.
Is there a lock-on button or keybind?
No. There is no lock-on action in the game's control set, so there is nothing to rebind. The closest thing is the aim-assist layer, which is a strength setting in Controls rather than a button you press.
Does Mistfall Hunter have aim assist?
Yes. Aim assist works by snapping your aim toward a target as you sweep across it and damping your aim to reduce overshoot, within a limited range and distance. It never fires for you and never holds a target.
Why does aim assist feel different on my bow than on my sword?
Because it is. The game applies a separate aim-assist configuration for ranged weapons — Bow, Staff and Conduit — and another for every melee weapon, and it re-applies the right one whenever you swap weapons.
Why did Aim Assist Strength stop showing a value?
Aim Assist Strength is a preset that writes seven underlying values at once. If you change any of them individually the seven no longer match, so the setting reports as custom instead of a level. Your individual settings still apply.
How do I track a moving enemy without lock-on?
Camera control does the work a lock-on would. Keep the target framed rather than centred, circle to hold your angle, and set stick dead zone and sensitivity before blaming aim assist — those are the settings that most often make tracking feel broken.
Put it to use
How this system behaves is based on Mistfall Hunter's own game data. Exact tuning numbers — stat values, drop rates and prices — are confirmed with the full release on July 29, 2026.