Use the main menu to play locally, find a room or host one. Click a button to open its screen.
English main menu.
Main menu buttons
Button
What to do
Local Game
Set up a match with one human player and CPU opponents.
Find Server
Choose Refresh, select a room, then Join Room. Locked rooms require a password. You cannot join a match already in progress.
Host Server
Choose room and match settings, then Create Room. Leave the password blank for a public room.
Settings
Adjust sound, display, player name and controller controls.
Language buttons
Change the game’s display language.
Quit
Close the game.
Set up a local match
Local match settings: use the page arrows to review the rules.
Choose team count, team size and CPU settings on the first page. The displayed participant count is the total number of slots; local play has one human-controlled player.
Use the page arrow to review match rules, including the map, items, cannons, match length and base system. With bases OFF, the victory condition is fixed to territory control.
Choose Start Game to apply the settings and play. Cancel or Esc discards your edits and returns to the main menu.
Settings & controller
Settings screen: sound, display and player name.
Settings has three pages: sound/display/name, controller controls, and controller greeting shortcuts. Controller support starts OFF; enable it on page two using the keyboard and mouse and select a connected controller.
Use the D-pad or left stick to navigate the UI. Confirm opens a dropdown; up/down selects an option and confirm applies it. For sliders, confirm starts adjustment, left/right changes the value, and confirm or back finishes. In presets A/B, the south face button confirms and the east button goes back; C/D reverse them. Text entry uses the keyboard.
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)
Action
Keyboard & mouse
Controller
Move
W forward · A left · S back · D right
Left stick
Aim
Move the mouse
Right stick. Release it to keep your last aim direction
Attack / place a mine
Left click (or E)
Right shoulder (RB)
In-match menu
Esc
Your 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
Connect your controller, then use the mouse to open Settings from the main menu.
Use the right arrow to reach page 2. Enable controller input and select the device you want to use. Controller input is OFF initially.
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)
Preset
Move
Confirm
Back
Type A (default)
Left stick
Bottom face button
Right face button
Type B
D-pad
Bottom face button
Right face button
Type C
Left stick
Right face button
Bottom face button
Type D
D-pad
Right face button
Bottom 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
Action
Keyboard & mouse
Controller
Select / confirm
Click the button
D-pad or left stick to select, then Confirm (UI navigation is the same in every preset)
Back / cancel
Use the on-screen Back / Cancel button, or Esc where supported
Press your assigned Back action
Lobby movement / UI mode
Click buttons directly. Esc does not toggle these modes
Press Back to toggle. Your character cannot move in UI mode
Ready / unready
F or the on-screen button
In UI mode, select Ready / Unready and Confirm
Chat
Click the input field / Chat ON, type, then Enter to send. Esc ends text entry
Select 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 greetings
1–9 when not entering chat text
Assign 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.
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.
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.
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.
Start together. Confirmation leads to team assignment and a five-second countdown. Guests cannot cancel readiness during the host’s start confirmation.
Lobby controls
Control
Use
Room Settings
The host can edit settings; guests can view them. Changes that affect the match clear everyone’s ready state.
Leave Room
Unready yourself before leaving. Leaving and editing settings are restricted during the start sequence.
Chat ON / input field
Click 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 1–9
Send preset greetings when you are not typing in chat.
Assigned Back action
Switch 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
Rule
Base
Cannon
Where to stand
Center core tile
Central capture tile
Time required
10 seconds of accumulated enemy presence
5 uninterrupted seconds with only your team present
If everyone leaves
Progress stays
Progress resets
If teams mix
Any non-owner team keeps capture progressing, even with defenders present
Progress resets while different teams are present
Defending
Only owners on the core reverse the capture progress
The 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
Build a connected line
Walk over normal tiles to paint them. Your line must connect along the six sides of the hexagons.
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
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 space
Part of your loop?
Captured inside?
Normal floor
Yes, when it is your color
Yes
Obstacle floor
Yes, when it is your color
Yes; the obstacle stays
Cannon capture tile
Only when your team owns the cannon
No
Base’s seven special tiles
No
No
Holes & outside the map
No
No
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.