DOCUMENTATION

HOW IT PLAYS

Every number on this page is read at load time from the same config.js the match simulation runs on. If a number here is wrong, the game is wrong too — there is no second copy to fall out of date.

01 — THE ROUND

Two crews of five. One team attacks, the other defends, and the sides swap at half time. First to rounds takes the match.

  1. BUY

    Everyone spends. seconds. Press B to reopen the shop, Esc to close it.

  2. THE RUN

    Attackers carry the to site A or B and set it — seconds, held down, interruptible.

  3. THE FUSE

    Once set, the fuse burns for seconds. Defenders must douse it — seconds, also interruptible.

Winning without the keg. Wipe the other crew and the round is yours. If the clock runs out with the keg unset, the defenders take it.

02 — CONTROLS

Press H in a match to bring this list up on screen at any time.

The counter-strafe. Your shots spread while you move. Tap the opposite direction just before you fire and you stop in about a tenth of a second — braking uses a stronger acceleration than running does. This is the core mechanic of the genre, and it is the difference between missing and hitting at range.

03 — THE FIVE SPIRITS

One skill on Q, one ultimate on X. Skill charges are bought in the buy phase; the ultimate charges from kills, sets and douses, and needs points.

04 — ARMS

Black powder: slower, heavier, and punishing to reload. Damage falls off with distance; a headshot multiplies what lands.

GEAR

05 — ECONOMY

You are paid for the round whether you win or lose, and paid more for winning. Kills pay on top. What you carry survives the round; what you spend does not come back.

06 — ONLINE

Online puts you on a live server. Combat runs on the server, not in your browser — your client predicts your own movement and the server corrects it, so the ladder cannot be cheated from the client side.

07 — NOT IN YET

Stated plainly, because a page that hides this is lying by omission.