Goal
Add one or more locked gaming layers that bypass the home-row-mod / hold-tap machinery entirely, so WASD / SPACE / SHIFT behave as pure keys during game sessions. Toggled explicitly — not momentary — so the layer stays on without holding a key.
Context: #7 noted that the daily layout does not need to preserve held-SPACE / held-WASD semantics because gaming will live on its own layer. This issue is the follow-up to actually build that layer.
Requirements
Open design questions
- One layer or per-game variants? A single generic "GAME" layer covers most FPS / RPG needs. Per-game layers (e.g. "GAME_FPS", "GAME_MMO") let keys like
Q / E / number-row get remapped for specific games but multiplies maintenance
- Entry / exit UX — where does the toggle live?
- SYS layer corner key (needs two steps to enter)
- A combo (hard to hit accidentally)
- Double-tap of an existing key (nice but requires tap-dance)
- Visual indication that game mode is active — the board has RGB and an OLED on the left half; either could surface the state:
- RGB: set a distinct underglow color while GAME is active
- OLED: already shows the active layer name via
display-name — should work out of the box if the layer is named clearly
- Does the game layer keep NAV access? Useful for alt-tabbing out to Discord, but re-introduces layer-tap complexity. Probably safer to keep the layer pure and rely on Windows/Linux alt-tab via a plain modifier
- Bluetooth profile switching — needed while in-game, or can it be deferred to "exit game mode first"?
- Encoder behavior — volume is nice during gaming; consider keeping
&inc_dec_kp C_VOLUME_UP C_VOLUME_DN on the encoder
- CAPS_WORD — probably off in game mode (games don't need sentence-case auto-shift)
Open questions (non-design)
- Is the right half needed at all during gaming? If not, one-handed WASD-only layer on the left half could be tighter
- Any games with unusual modifier requirements (e.g. CTRL needed on a non-standard position)?
References
Goal
Add one or more locked gaming layers that bypass the home-row-mod / hold-tap machinery entirely, so WASD / SPACE / SHIFT behave as pure keys during game sessions. Toggled explicitly — not momentary — so the layer stays on without holding a key.
Context: #7 noted that the daily layout does not need to preserve held-SPACE / held-WASD semantics because gaming will live on its own layer. This issue is the follow-up to actually build that layer.
Requirements
&to GAMEor similar) from the SYS layer&to BASE, or a dedicated "exit game" key)&kp— no mod-taps, no layer-taps&kpso holds work for movement / run / crouchOpen design questions
Q/E/ number-row get remapped for specific games but multiplies maintenancedisplay-name— should work out of the box if the layer is named clearly&inc_dec_kp C_VOLUME_UP C_VOLUME_DNon the encoderOpen questions (non-design)
References
&tobehavior: https://zmk.dev/docs/keymaps/behaviors/layers#to-layer