Games ship with the keybind screen the studio had time for. Rebind picks up where it stops: binds that change with the active window, one key that means two things, chat lines you send without typing. Quality of life, not gameplay automation. Your inputs stay yours.
Use case
Comfort settings your game forgot to ship.
Chat macros, layered binds, DPI toggles, and per-game profiles that follow the active window. Input scripting for comfort, built with Rebind.
use cases / gaming quality of life
A chat macro on one key
-- rebind: min_sdk=3.2.2
-- rebind: name=Quick Chat
local cfg = UI.Schema({
message = UI.Text("good game, well played", { label = "Message" }),
})
function OnDown(key)
if key == "F10" then
HID.Combo("Enter")
Timer.After(80, function()
HID.Type(cfg.message)
HID.Combo("Enter")
end)
return false
end
return true
end
The message lives in the settings panel, not in the code.
What else fits here
A hold-to-switch sensitivity key for precise aim in menus and map screens.
Layered binds: hold a mouse button and the number row becomes something else.
Profiles that swap automatically when the game window takes focus.
A crafting queue that repeats a recipe a configurable number of times.
Mount, chat wheel, and inventory macros for actions the game buries in menus.
Generate any of these in RebindGPT.