A top-down squad shooter. Flank through the map, line up your shot, and one round ends anyone. First team to 15 kills takes the match.
The goal
You control a soldier — seen from above as the top of a helmet, arms out front gripping a rifle that points wherever you aim. Move around the map, hunt the enemy team, and score kills. Every hit is lethal: one shot, one kill. When you go down you respawn a couple seconds later back near your side. The first team to 10 kills wins.
Your soldier
You're always the brightest helmet with a white ring around it. Teammates wear a lighter shade of your team color; enemies wear their own team's solid color. Names float above every soldier you can see.
Green Red Blue Amber (plus four more shades for big free-for-alls)
Controls
Desktop
WASD — move
Mouse — aim (your soldier always faces the cursor)
Left-click — fire (hold to keep firing)
One shot, then a 3-second reload — reloads automatically, shown by the ring around you
Right-click (hold ~2.5s) — plant a claymore
Mobile
Joystick (bottom-left) — move (push further to run faster)
Tap anywhere — fire one shot in that direction
Hold the claymore button (bottom-right) — plant a claymore (one per life)
Right stick — aim; push it past the edge to fire
Best played in landscape. Control side is swappable in Settings.
Aim is independent of movement on both platforms — you can back away while firing forward, or strafe sideways while covering a doorway.
Fighting
One shot, one kill. No health bar — if a round touches you, you're down.
One round, then a 3-second reload. Every shot has to count. The ring around you fills as you reload and a bottom-of-screen readout counts down READY / RELOADING — you can't fire until it's done.
Use cover. Walls, buildings, sandbags, crates, and wrecks all stop bullets — break line of sight, peek corners, and don't stand in the open.
Chain reactions. A claymore blast now sets off any other claymores caught in its radius — daisy-chain them for a bigger trap.
Roofed buildings. Each map has a few roofed structures you can walk under — enter from either open side (you can shoot in and out through them). While you're under a roof, enemies can't see you or your name; only your teammates can (your name floats over the roof so you know where you are). You can still see everyone outside, and your shots are visible. Plant a claymore under a roof and it's completely hidden — even level-3 bots are blind to it (your own danger ring still shows over the roof so you don't forget it).
Hidden claymores. Each map has a few patches of swaying foliage (grass on Dustbowl, flowers on Overgrowth, tumbleweed on Sandstorm — they ripple every few seconds). Plant a claymore inside one and it's nearly invisible to everyone.
Friendly fire (team modes, host toggle). Shooting a teammate never helps the enemy — they get no points and your kill count is untouched. But watch it: your first teammate kill gets you a warning, the second a final warning, and the third boots you from the match. Catching a teammate in your claymore blast does not count as friendly fire — only shooting them does.
Claymores. Hold the deploy control to plant one at your feet — one per life, and you get a fresh one each respawn. It's your team's color and everyone can see the device — but only your team sees its danger ring, so enemies can see the claymore without knowing exactly how close is too close. Step into the ring (an enemy trips it) and it detonates; the blast is blocked by walls, so cover protects you. An enemy walking too close sets it off (never you or your teammates), and anyone can shoot it to blow it — but be careful, the blast kills whoever's in range, allies included.
Rounds travel fast and straight. They fly in a dead-straight line (no homing) and cross the screen almost instantly, so lead moving targets by aiming where they're going.
Spawn protection. For about a second after you respawn you can't be killed — use it to get to cover, not to push into a firefight (it fades fast).
Respawns drop you back near your team's side of the map.
Modes
Mode
How you win
Status
Deathmatch
Most kills — first to 10 (FFA or teams)
Playable now
Recon
Kills drop dog tags that expire after 10s (grab them before they vanish); enemy tags score, friendly tags deny; kills count too — first team to 20 points (teams only)
Playable now
Capture
Capture the flag: every spawn holds that team's flag; run the enemy flag back to your own spawn barrier to score — dropped flags fall where you die and anyone can grab them — first to 10 captures (FFA or teams)
Playable now
Bacon
One neutral flag at dead-center; all players spawn equidistant from the flag; carry it home to score, it drops where you die and only resets to center when scored — first to 10 captures (FFA or teams)
Playable now
Territory
Three zones (A/B/C) spread across the whole map. Stand in an uncontested zone to load a capture bar in your color; you score nothing while capturing — only while you own it. More teammates in the zone captures faster, and owning several zones banks points faster. Enemies inside pause your progress. First team to 75 points wins.
Playable now
Hardzone
The zone starts at dead center, then jumps to a completely random valid spot every 30s (the only rule is that it fits on the map and never swallows a spawn). Hold it uncontested to bank points; if two teams are inside it's contested and nobody scores. A status chip at the top of the screen always shows who's holding it. First team to 25 points (teams only).
Playable now
Free-for-all
Most kills — every soldier for themselves (2–8)
Playable now
Recon
Kills + collected tags score points
Coming
Capture
Hold the objective to bank points
Coming
In Recon and Capture, the end-of-match ranking will favor points (so grabbing tags or holding the zone counts), while Team Deathmatch and Free-for-all rank by kills.
Playing online
Host a lobby and share the 4-character code, or join with a friend's code.
Pick your name first — it's what shows above your soldier and on the scoreboard.
The host picks the format and starts the match. Teams and colors are assigned automatically.
Formats: Free-for-all (2–8 players), or team play — 1v1, 2v2, 3v3, 4v4, 2v2v2, or 2v2v2v2. In team modes the host can toggle friendly fire on or off.
Lobby (online): the host picks map and game type right in the lobby; everyone else sees the choices update live. Player slots show plain white dots — teams stay hidden until the match starts, when the host hits Start everyone is shuffled into fresh teams and you get the 3-2-1 countdown to see your squad.
Maps: the host picks the battlefield — Dustbowl (a dirt rectangle — the classic), Overgrowth (a grassy circle), or Sandstorm (a desert triangle) — or Random. Your view is always the same rectangular window; it's the overall map shape that changes, with impassable void past the edge.
Practice mode drops you straight into a match against AI to learn the controls.
After the match
The results screen ranks everyone by kills, with Kills, Deaths, and K/D ratio for each player. Your row is highlighted.