Game guide
Real guns, real ballistics, real proportions — top-down, team vs team, one life per round. Here's everything the game won't tell you out loud.
Getting started
- Pick a name and a loadout on the Multiplayer screen: primary, sidearm, an optional launcher, armour, camo and grenades. Everything weighs what it really weighs, and weight slows you down.
- Join a game from the list, type a friend's room code, or Host one (tick Private to keep it off the list and share the invite link instead). Click the room code to copy it.
- The host picks the map — Port, Village, Treeline, the big Steppe, or Random (a new map every round) — and presses Start match.
- Rounds have no respawns. Wipe the other team to win the round. Once you're down you spectate a teammate until the next round starts. A round with no winner after 5 minutes (8 on Steppe) is a draw.
What you can see (fog of war)
The map is always visible — people aren't. You only see an enemy who is:
- inside your sight cone — about 130° around where your body faces (which follows your mouse). Behind you is blind; someone within a few metres you sense even outside the cone;
- in line of sight — walls, buildings, containers, brush and smoke all block it;
- within range — far in daylight (around 600 m, further through a magnified scope), but camo shortens it: Woodland can only be picked out from about three quarters of that, a Ghillie suit from about three fifths.
Your team shares what it sees: enemies a teammate spots show on your minimap (as fading red marks) even if you can't see them yourself. Enemies nobody on your team can see are never even sent to your computer — so there's nothing for a cheat to reveal.
You can also hear: gunfire (quieter, more muffled and later the further it is — sound travels at 343 m/s), engines, the crack or zip of rounds passing close, and footsteps — but only running (≈14 m) or sprinting (≈24 m). Walking (Ctrl), crouching or crawling is silent: that's how you sneak. Sound indicators (around your soldier) point roughly toward what you hear close by; turn them off in Settings.
Shooting
- The crosshair is your cone of fire. It widens with range, movement, fatigue and recoil. From the hip you're about 3× less accurate than aiming down sights (R-Click).
- Scopes magnify in a circle around your cursor — real magnification, real breathing sway. A scoped gun fired from the hip is wild.
- Rounds fly as real projectiles: they drop with distance, lose damage past the gun's effective range, penetrate soft cover (wood, sandbags) at reduced damage, ricochet off hard cover at shallow angles, and are stopped by concrete and steel. A .50 punches through almost anything.
- Low walls stop a round only if it's below the wall's top — crouch or go prone behind one to use it.
- The aim path (K toggles it) draws the line your shot would take: CLEAR, BLOCKED (where cover stops it), THROUGH WOOD −45%, SMOKE, or FRIENDLY IN LINE. It never points out enemies — finding them is your job.
- Hit markers appear on the person where your round landed and say what it hit (HEAD, TORSO, PLATE, a limb, BLAST). They stay for a few seconds so you can see where your rounds went.
- Launchers (RPG-7, AT4, Javelin) are accurate through their sights and wild from the hip. A Javelin kills any tank; an AT4 or a tank shell kills one from behind.
- Friendly fire is on. Watch your lanes.
Damage, armour & wounds
- Head hits kill. Torso hits are serious and bleed. Limb hits do less damage but wound you: a leg hit slows you (both legs: you crawl), an arm hit shakes your aim (both arms: you can't aim).
- Bleeding keeps draining health after the hit, then slowly clots. There's no health regeneration — once you're hurt, you stay hurt for the round.
- Armour only covers the torso, and plates wear out: each stop risks cracking them.
| Armour | Weight | vs pistol | vs rifle |
|---|---|---|---|
| IIIA soft vest | 3.5 kg | stops most | very little |
| Level III plate | 6.0 kg | stops nearly all | stops most |
| Level IV plate | 9.8 kg | stops nearly all | stops nearly all |
A round stopped by a plate still knocks the wind out of you (stamina).
Moving & stamina
- You run by default (~5 m/s), sprint with Shift (~8 m/s), walk with Ctrl. Backpedalling and strafing are slower.
- Stamina drains when you sprint (more with a heavy load), aim down sights, or move on a wounded leg. It comes back when you ease off — fastest standing still, slower walking, slowest running.
- Weight beyond the first few kilos slows you. A heavy machine gun, a launcher and a Level IV plate add up.
- Crouch (C) and prone (Z) make you smaller and steadier, but slower to move and to turn. A prone bipod weapon is rock-steady.
Grenades & smoke
- Pick your mix in the loadout (frags, smokes, or none). They're slots after your guns: switch to one with its number key, the mouse wheel or the rack, then click to throw at the cursor (up to 32 m — a ring shows where it lands).
- Frags burst after a short fuse; the blast falls off with distance and breaks down cover.
- Smoke makes a cloud that blocks all sight for about 24 s — eyes, scopes and drones — in both directions. Standing in it, you can't see out.
Vehicles
- Every map has a tank and an IFV per side, plus motorbikes; Steppe adds an MG technical. E to climb in (it takes a moment, and you're exposed meanwhile).
- Seats: the first in drives, the next takes the gun. Space swaps seats with your crewmate — or, alone, switches you between driving and the gun. On a bike the second rider sits behind and shoots their own gun (hip fire only).
- Main guns fire from a ready rack that the crew restocks from stowage (automatically, or R). The coax machine gun has belts that reload.
- Armour: small arms can't hurt a tank. Rockets and shells do far more from the side and especially the rear. Bike riders are exposed — they can be shot.
- Crashes hurt. Hitting something fast damages the vehicle and can hurt or kill the crew (a bike rider goes over the bars). Jumping out of a moving vehicle hurts — at full speed it's fatal. A vehicle can run you over.
Support (drones & airstrikes)
Everyone has the same support, on timers that start charging when the round begins and recharge after use. Every kill takes 15 seconds off all of them.
| Key | Support | Charge | What it does |
|---|---|---|---|
| U | Recon UAV | 1:00 | Fly it (WASD); every enemy under it is revealed to your whole team, through walls (not through smoke). Can't be shot down. |
| N | FPV kamikaze | 1:20 | A fast one-way drone: fly it into a target, or click to detonate. |
| B | Bomber drone | 1:40 | Hover and click to drop bombs (4). Can be shot down. |
| H | Airstrike | 1:50 | A salvo on the cursor a few seconds later. Anyone near the target gets a warning. |
While you fly a drone your body stays where it is — standing still and exposed. Press the same key again to recall it.
AI followers
The host can give each player up to two AI followers. They're deliberately weak — short sight (about 70 m, less against camo), slow to react, sloppy aim — and infantry only: no vehicles, no grenades, no support. They spot enemies for nobody but themselves.
Command yours from the AI panel (bottom right) or keys:
| Order | Key | What they do |
|---|---|---|
| Follow close / Follow far | O cycles | Stay right on your shoulder, or spread out around you. They follow your footsteps around corners. |
| Stay | O | Dig in where they are. |
| Defend spot | L (at the cursor) or the panel + a map click | Go there, spread out and hold it, watching the way you were aiming. |
| Hunt | O | Go after enemies your team knows about, or push toward their side. |
| Hold fire / Weapons free | P | On hold they don't shoot at all. |
If you go down, your followers join the nearest living teammate.
Rooms, hosting & your connection
- The host's browser runs the match. Everyone else connects straight to the host — so the host should have a decent connection and keep the game's tab in front (background tabs get slowed down).
- Your own movement and shots respond instantly; the host decides every hit, compensating for each player's lag. Your ping is in the top-left readout and on the scoreboard (Tab).
- Spectating: press 👁 Watch in the games list (or in the room, Spectate) to watch without playing — you see both teams.
- Host controls: pick the map, set AI followers, lock teams, move players between Blue / Red / Spectators, kick, and end the match early (from the Esc menu).
- Chat: Enter talks to everyone, T (or Y) to your team. X (or a click on the map) marks a spot for your team.
- If the host leaves, the room ends.
Controls
| Move · sprint · walk | WASD Shift Ctrl |
| Shoot · aim down sights | L-Click R-Click |
| Reload · fire selector | R V |
| Crouch · prone | C Z |
| Weapons & grenades | 1–5 Q scroll |
| Suppressor · loot | J F |
| Aim path · zoom | K + − |
| Vehicle in/out · seat | E Space |
| UAV · FPV · bomber · strike | U N B H |
| AI order · defend · hold fire | O L P |
| Chat all · team · mark | Enter T X |
| Map · scores · menu | M Tab Esc |
| Help in game | / |