dzielnica Guide: Controls to learn before your first fight
About
OverviewDzielnica is a melee combat game set in a Polish city where you fight NPCs and up to twenty other players using weapons you find on the map. The combat system revolves around blocking, parrying, and kicking, so learning those mechanics early will make every fight easier. This guide walks you through controls, combat, weapons, items, and the NPCs you will run into.
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Contents
Controls to learn before your first fight
CheckAll of the game's keybinds are listed in the settings screen, which you open with the apostrophe key.
- Open settings press ' to see all controls and adjust them before anything else.
- Light attack tap M1 once for a fast, lower-damage swing.
- Heavy attack hold M1 until fully charged for maximum damage; charging can be interrupted by taking damage or getting kicked.
- Block hold right-click to raise your guard against incoming light attacks.
- Kick press Z to kick, which costs roughly 20% of your energy and has a 2-second cooldown.
- Throw press or hold R to throw whatever weapon you are holding; Fists cannot be thrown.
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The three ways to block and the crit bar
SummaryEvery successful block feeds into a gauge called the crit bar. Once that bar rises above the white line, your next hit has a chance to break a bone. The bar drops sharply when you get a kill, so stay aggressive. There is no cooldown between bone breaks once the bar is full.
- Parry time your right-click just before the hit lands to completely stun your opponent; this is the hardest block to land but adds the least to the crit bar.
- Block holding right-click stops light attacks and adds a moderate amount to the crit bar, but heavy attacks and thrown weapons punch straight through it.
- Partial block reduces damage instead of stopping it, adds the most to the crit bar of the three options, and does not stun or immobilize your opponent.
- Headshot any weapon hitting the head causes 0.5 seconds of ragdoll regardless of charge level.
- Stamina bonus if you successfully block every incoming attack, including throwables, arrows, and dropkicks, until time runs out, you earn a stamina bonus.
Kicking: when and how to use it
TipsKicking has a short 0.2-second windup, but you cannot move or attack until the recovery animation finishes. Dropkicking from the air is the more powerful version and also cushions fall damage when used while dropping from a height.
- A ground kick stuns a blocking opponent and also stops someone mid-charge on a heavy attack.
- A dropkick — Z while airborne — launches you forward, deals 30 damage, ragdolls the target, and bypasses blocking.
- A wall-kick — Z while wall-running — deals 12 damage, ragdolls the target, and lets you stay on your feet faster than a dropkick.
- Kicking a door deals damage to anyone standing too close on the other side and ragdolls them.
- Kicking can deflect thrown projectiles if timed correctly.
- Any kick can itself be parried.
Melee weapons: damage, speed, and hit effects
TableMinimum and maximum damage cover a light attack and a fully charged heavy attack respectively. Every melee weapon shares the 1.5x backstab multiplier when you hit from behind.
| Weapon | Damage (min–max) | Swing speed (min–max) | Hit effect |
|---|---|---|---|
| Fists | 10–18 | 0.7s–1.1s | None |
| Brass Knuckles | 12–24 | 0.7s–1.0s | Slowdown |
| Karambit | 9–23 | 0.62s–1.45s | Bleeding |
| Combat Knife | 10–21 | 0.65s–1.4s | Bleeding |
| Cleaver | 15–21 | 0.65s–1.1s | Expose |
| Mechanic's Hammer | 18–25 | 0.6s–1.0s | Slowdown |
| Telescopic Baton | 14–22 | 0.6s–1.0s | Slowdown |
| Hatchet | 13–24 | 0.65s–1.3s | Expose |
| Machete | 18–27 | 0.65s–1.4s | Bleeding |
| Wooden Bat | 19–29 | 0.9s–1.6s | Slowdown |
| Aluminum Bat | 16–25 | 0.7s–1.4s | Slowdown |
| Shovel | 14–26 | 0.6s–1.5s | Slowdown |
| Fire Axe | 16–28 | 0.8s–1.5s | Expose |
| Spear | 12–25 | 0.6s–1.5s | Weakness |
| Pickaxe | 16–25 | 0.75s–1.5s | Expose |
| Sledgehammer | 18–36 | 0.7s–1.9s | Slowdown |
| Lead Pipe | 17–29 | 0.7s–1.6s | Slowdown |
| Tactical Spear | 10–21 | 0.6s–1.5s | Weakness |
| Longsword | 12–25 | 0.7s–1.6s | Bleeding |
Ranged and throwable weapons
TableBoth bows deal 1.5 times damage on a headshot. The compound bow is locked inside a glass case on the roof of a high-rise building; you can break the glass by kicking it, dropkicking it, or interacting with it.
| Compound Bow | 25 damage, 25 arrows, headshot gives 1.5x multiplier |
| Crossbow | 45 damage, 10 arrows, headshot gives 1.5x multiplier; quickdraw available when an arrow is already loaded |
| Brick | 35 damage fixed, 1 throw, applies Slowdown |
| Firecracker | 20 damage, 1 use, blinds and deafens targets within 15 studs |
| Coated Spikes | 10 damage, 2 uses, applies Nerve Agent on contact |
Usable items
TipsItems give you healing or temporary stat boosts. While using an item, you will be slowed down.
- AI-2 heals 40–50 health per use and holds 2 uses total; it takes 4 seconds to use.
- First Aid Kit heals and has a capacity of 40 uses with a 1.25-second use time.
- Mocny Half takes 1.3 seconds to use, holds 1 use, and applies Numb and Dizzy.
- Max Resistance takes 1.3 seconds and gives Damage Resist for 1 use.
- Max Speed takes 1.3 seconds and gives a Speed Boost for 1 use.
- Max Force takes 1.3 seconds and gives a Damage Boost for 1 use.
NPC factions and how they behave
WarnSix NPC types roam the map, each with different threat levels and targets. Watch for a blue outline, which signals a shove, and a flashing red outline, which signals a grab or dropkick. If you spam charged attacks against any NPC, it will start attempting parries, so mix up your attack pattern.
Known bugs to watch for
WarnThese glitches are present in the current build.
Update log
SummaryGame versions can be seen at the bottom left corner of the screen. The in-game update log can be found indoors in a locked glass case.
- Version 9138 January 22nd, 2025
- Version 9135 January 7th, 2025
- Versions 9130 and 9131 dates not recorded
Glossary
Glossary- Backstab
- Hitting an opponent from behind, which multiplies the weapon's damage by 1.5 regardless of weapon type.
- Parry
- A perfectly timed block right before impact that completely stuns the attacker and works against light attacks, heavy attacks, thrown weapons, and arrows.
- Crit bar
- A gauge that fills when you block, parry, or partially block attacks; once it passes the white line your next hit has a chance to break a bone.
- Expose
- A hit status applied by Axe-type weapons that increases the damage the target takes from subsequent hits.
- Weakness
- A hit status applied by Spear-type weapons such as the Spear and Tactical Spear.
- Dropkick
- Pressing Z while airborne to launch yourself forward, dealing 30 damage, ragdolling the target, and bypassing block.
- Quickdraw
- Re-equipping the Crossbow with an arrow already loaded, allowing you to fire it immediately without a draw delay.
- Partial block
- A block that only reduces incoming damage rather than stopping it, but fills the crit bar faster than a full block or parry.
Common questions
FAQCan I win fights when I only have Fists?
Fists deal between 10 and 18 damage and cannot be thrown. If a deflect occurs you take damage yourself.
How do I use the Sledgehammer effectively?
The Sledgehammer's heavy attack tops out at 36 damage — 54 on a backstab — which is the highest heavy-attack damage in the game. The charge takes up to 1.9 seconds. Stunned opponents can still recover in time to avoid a backstab.
How do I break through someone who keeps blocking?
A fully charged heavy attack and any thrown weapon will punch through a standard block. Kicking with Z will stun a blocking opponent outright, and a dropkick from the air does the same while dealing 30 damage. Keep in mind that your kick can be parried.
Where do I find the Compound Bow?
It sits inside a glass case on the roof of a tall building that contains an elevator. You can break the glass by kicking it, dropkicking it, or interacting with it directly. The bow comes loaded with up to 25 arrows and deals 25 damage per shot.
How do I earn the stamina bonus?
You need to successfully block every single incoming attack — including throwables, arrows, and dropkicks — and survive until time runs out.
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