Start here

Basic controls

Move, aim and attack. Walk onto normal tiles to paint them, onto pickups to collect them, and onto a facility’s capture point to begin capturing it.

In-match controls (controller: default Type A preset)
ActionKeyboard & mouseController
MoveW forward · A left · S back · D rightLeft stick
AimMove the mouseRight stick. Release it to keep your last aim direction
Attack / place a mineLeft click (or E)Right shoulder (RB)
In-match menuEscYour assigned Back action (right face button in Type A)

Hold to fire the Machine Gun continuously. For punches, Shotgun, Plasma Cannon and Mine, release the attack button or trigger between attacks. Opening the menu does not pause the whole match.

Set up your controller

  1. Connect your controller, then use the mouse to open Settings from the main menu.
  2. Use the right arrow to reach page 2. Enable controller input and select the device you want to use. Controller input is OFF initially.
  3. Choose Type A, B, C or D. Changing an individual basic binding switches to Custom; check your assignments on the settings screen.

XInput-compatible PC controllers have been tested. DirectInput devices are currently not recognized. Use a keyboard to enter text.

Preset differences (all types use right stick to aim and right shoulder to attack)
PresetMoveConfirmBack
Type A (default)Left stickBottom face buttonRight face button
Type BD-padBottom face buttonRight face button
Type CLeft stickRight face buttonBottom face button
Type DD-padRight face buttonBottom face button

Face buttons are the four buttons on the right of the controller. On an Xbox layout, the bottom button is A and the right button is B. “Back” in this guide means your assigned action, not the controller’s physical Back / Select button.

Menus and lobby

Screen and lobby controls
ActionKeyboard & mouseController
Select / confirmClick the buttonD-pad or left stick to select, then Confirm (UI navigation is the same in every preset)
Back / cancelUse the on-screen Back / Cancel button, or Esc where supportedPress your assigned Back action
Lobby movement / UI modeClick buttons directly. Esc does not toggle these modesPress Back to toggle. Your character cannot move in UI mode
Ready / unreadyF or the on-screen buttonIn UI mode, select Ready / Unready and Confirm
ChatClick the input field / Chat ON, type, then Enter to send. Esc ends text entrySelect chat in the UI and type with a keyboard. Press right on the D-pad or left stick to select Send, then Confirm
Lobby quick greetings1–9 when not entering chat textAssign buttons on settings page 3 (unassigned by default)

If your controller disconnects, you can continue with keyboard and mouse. If input does not resume after reconnecting, check the selected device and enabled state in Settings. See Menus for screen captures and Lobby for readiness and start conditions.

Get ready together

From lobby to match

Check the room rules, choose a team and mark yourself ready. Online matches require at least two human players.

English lobby: team areas, participant list, chat and room controls.
  1. Choose your team. Use W, A, S and D to move into its colored area, or use the random area for automatic assignment. Full teams and CPU-only teams cannot accept your ready choice.
  2. Ready up. Press F or select Ready (F). Your character stays in place while ready. Press F again or Unready (F) to change your choice.
  3. Wait for the host. When everyone is ready, the host confirms the start. OK is selected automatically after nine seconds. Keep Waiting makes the host unready again.
  4. Start together. Confirmation leads to team assignment and a five-second countdown. Guests cannot cancel readiness during the host’s start confirmation.
Lobby controls
ControlUse
Room SettingsThe host can edit settings; guests can view them. Changes that affect the match clear everyone’s ready state.
Leave RoomUnready yourself before leaving. Leaving and editing settings are restricted during the start sequence.
Chat ON / input fieldClick to start typing. Enter or Send sends the message; Esc or Chat OFF ends typing. Movement, F and number shortcuts are disabled while typing.
Number keys 1–9Send preset greetings when you are not typing in chat.
Assigned Back actionSwitch between lobby movement and UI navigation.

Hold the key positions

Bases & cannons

Stand on the capture point to take control. Enclosing the surrounding floor does not transfer ownership.

Base core: stand on the center tile to capture it.
Cannon: enter the central passage and stay on its capture tile.
Base and cannon capture rules compared
RuleBaseCannon
Where to standCenter core tileCentral capture tile
Time required10 seconds of accumulated enemy presence5 uninterrupted seconds with only your team present
If everyone leavesProgress staysProgress resets
If teams mixAny non-owner team keeps capture progressing, even with defenders presentProgress resets while different teams are present
DefendingOnly owners on the core reverse the capture progressThe owner keeps control until an opponent completes a fresh capture

More players do not make the timer faster. Base attackers share the same progress. At completion, the non-owner team with the most players on the core takes it; ties use the fixed team order.

What does owning a base do?

Living teammates recover 10 HP per second on their owned base’s seven tiles, up to maximum HP. The default respawn delay is 12 seconds and can be changed in match settings. You respawn at your most recently captured base; if it is lost, another owned base is used.

If your team has no bases when you die, you cannot respawn until a teammate captures one. Recapturing a base revives waiting teammates. Base capture requires the base system to be ON.

The capture gauge is a remaining bar: it shrinks until capture succeeds. Standing on your damaged core without enemies restores it until the bar is full.

How do bases affect victory?

With the base victory condition selected, owning every base wins immediately. At the time limit, base count decides the winner, then territory count breaks a tie. Equal counts in both result in a draw.

With the base system ON, a team with no bases and no living players is eliminated. The match also ends when only one team remains.

What does owning a cannon do?

A captured cannon fires automatically for its team and paints eligible floor tiles, including obstacle floors. You do not need to stay there after capture. An opponent can take it back by completing the same five-second capture.

Its owned tile can help close an enclosure, but the cannon tile itself does not count toward territory. The handheld Plasma Cannon is a separate weapon.

The rules of territory

Close the loop.
Claim the inside.

Connect tiles of your team’s color into a closed loop. When you close the last gap, the tiles inside become yours.

Requires Enclosure: ON in the match rules.

Red team example
One gap keeps the loop open. The seven blue tiles inside still belong to the other team. Paint the missing tile on the right to close the loop.
  1. 1

    Build a connected line

    Walk over normal tiles to paint them. Your line must connect along the six sides of the hexagons.

  2. 2

    Close the last gap

    Join the ends with your team’s color. A loop can be any shape; it does not have to be a perfect hexagon.

  3. 3

    Take the inside

    Enclosed neutral and enemy normal tiles, including obstacle floors, change to your team’s color immediately.

Work together. Tiles painted by teammates, CPU teammates, cannons or earlier enclosures can all be part of your loop.

What counts as a boundary?

A closed line of your team’s tiles matters more than the shape of the map.

Which parts of the map form an enclosure boundary and which can be captured
Tile or spacePart of your loop?Captured inside?
Normal floorYes, when it is your colorYes
Obstacle floorYes, when it is your colorYes; the obstacle stays
Cannon capture tileOnly when your team owns the cannonNo
Base’s seven special tilesNoNo
Holes & outside the mapNoNo
Obstacle floors and cannons: the extra rules

You cannot paint an obstacle floor by walking over it. Cannon fire or an enclosure can take it. Once it is your color, it can help form another loop.

Taking a cannon can complete a loop immediately. A neutral or enemy-owned cannon tile does not count as your boundary. Enclosing a cannon does not capture the cannon itself, and its tile does not add to your territory count.

What if a hole, base or cannon is inside the loop?

You can still capture the eligible tiles around it. Special tiles and holes are skipped. Base and cannon ownership does not change.

A hole or the edge of the map cannot replace a missing part of your boundary. You still need a complete loop of your own tiles.

Know your pickups

A little equipment.
A different plan.

All eight pickups at a glance. Recognize their shapes, then choose how to use their effects.

Picking up a weapon, including Mine, replaces your current weapon. Picking up the same type refreshes its ammunition. When it runs out, you return to Punch. Heal, Armor, Radar and Speed Up leave your weapon unchanged.

Machine Gun pickup

Weapon

Machine Gun

Automatic fire for keeping pressure on an opponent. Hold the attack input to keep firing.

Damage per bullet
15
Ammunition
40 rounds
Range
5 tiles

Use it for sustained pressure at medium range. Keep an eye on your remaining ammunition.

Armor pickup

Protection

Armor

The brown shield reduces incoming damage while its protection lasts.

Damage reduction
50%
Absorption capacity
50 damage

Remember armor absorbs damage; it does not restore health. Its protection is limited by how much it has absorbed.

Heal pickup

Recovery

Heal

The green cross restores health immediately when collected, up to your maximum HP.

Health restored
+50 HP
Effect
Immediate

Use it for recovering after a fight so you can stay in the match.

Shotgun pickup

Weapon

Shotgun

Fires three pellets in a short, forward spread. Release the attack input between shots.

Damage per pellet
35
Ammunition
10 shots
Range
3 tiles

Brief invulnerability after a hit prevents all three pellets from adding up to 105 damage at once.

Plasma Cannon pickup

Weapon

Plasma Cannon

A slow plasma projectile passes through obstacles and enemies. Release the attack input between shots.

Damage per hit
40
Ammunition
4 shots
Range
9 tiles

A projectile can hit an enemy again after 0.5 seconds if they remain in contact. This portable weapon is separate from capturable map cannons.

Mine pickup

Placed weapon

Mine

Use the attack input to place a mine at your feet. Release the input before placing another.

Damage
50
Stock
3 mines
Blast radius
1.2 m

Mines trigger on enemies only and do not hurt you or your teammates. Only one mine can occupy a tile, regardless of team; you cannot place one over a hole.

Radar pickup

Team support

Radar

Reveals painted territory and all characters on the minimap, and makes enemy mines visible in the play area.

Duration
Until the holder dies
Effect
Shared with teammates

Without Radar, the minimap still shows the map shape and base cores. Enemy mines appear in the world, not as minimap icons. The effect continues if another living teammate still holds Radar.

Speed Up pickup

Movement

Speed Up

The blue double chevron increases your movement speed as soon as you collect it.

Duration
5 seconds

Use the short boost to cross the map or pull away from danger.

Only the Machine Gun fires continuously when held. Punch, Shotgun, Plasma Cannon and Mine require you to release the attack input between uses.

Before you try it

I painted around an area. Why did nothing happen?

Check that Enclosure is ON and that your line has no gaps. Every link must be your team’s color, including any cannon tile used in the boundary. Holes, base tiles and the edge of the map cannot close the gap for you.

Do I have to paint every tile in the loop myself?

No. The loop belongs to your team. Tiles painted by teammates, CPU teammates, cannon fire and earlier enclosures all count.

Does a closed loop protect its tiles forever?

No. Enclosure captures tiles when a new loop closes. Opponents can take the tiles back; an existing loop does not continuously repaint its interior.

Will enclosing a base capture it?

No. Bases and cannons use their own capture rules. An enclosure only takes eligible floor tiles.