| Move | Instruction_Move | PlayerInstruction | Move one cell in the set direction with smooth lerp animation. | Blocked by any IObstacle. |
| Jump | Instruction_Jump | PlayerInstruction | Jump two cells along a 3-point arc. | Costs 2 stamina. Cannot carry. |
| Attack | Instruction_Attack | PlayerInstruction | Deal damage to all entities in the adjacent cell. Applies weapon effects. | Cannot carry. |
| Heavy Attack | Instruction_AttackHeavy | PlayerInstruction | Two-phase charged attack with higher damage output. | Cannot carry. |
| Block | Instruction_Block | PlayerInstruction | Enter a blocking state that reduces incoming damage from the set direction. | — |
| Evade | Instruction_Evade | PlayerInstruction | Dodge to avoid an incoming attack. | Costs stamina. |
| Carry | Instruction_Carry | PlayerInstruction | Pick up an ICarryObject in the set direction. | Must face a carriable object. |
| Drop | Instruction_Drop | PlayerInstruction | Drop the currently carried object at the player's position. | Must be carrying. |
| Throw | Instruction_Throw | PlayerInstruction | Throw the carried object in the set direction along an arc trajectory. | Must be carrying. |
| Push | Instruction_Push | PlayerInstruction | Push an IPushable object one cell in the set direction. | Must face a pushable object. |
| Interact | Instruction_Interact | PlayerInstruction | Activate an adjacent IInteractable (doors, chests, pressure plates). | — |
| Use | Instruction_Use | PlayerInstruction | Consume a usable item from inventory and apply its effects. | Inventory must contain a usable item. |
| Wait | Instruction_Wait | PlayerInstruction | Skip a turn without performing any action. | — |