Player manual

Blitz Royale

Forty-eight players. One island. One winner.
Here is everything you need to not die in the first ninety seconds.

Getting in

You start in the lobby, looking at your character. Pick a mode, hit ready, and wait for a match to form.

Solo

Everyone for themselves. Last player standing wins.

Squads

Teams of up to four. Last squad standing wins. You cannot damage your own squad — try, and nothing happens.

Playing with friends

Invite them to a party from the lobby. A party sticks around between matches — you do not have to re-form it every round. When a match starts, your party becomes a squad, topped up with solo players if you are short.

Late? If a match is still in warmup you will be dropped straight into it. If it has already taken off, you go on the next flight — you will be told which.

Screenshot: the lobby

The drop

Everyone waits on the airstrip during warmup. This is a practice area — you can punch each other and nothing happens. Nobody takes damage on the pad.

The flight path is drawn on your map during warmup, before the plane leaves. Open the map and pick where you are going before you board; it is much harder to decide at 300 metres a second.

  1. Jump — Space when you want off the plane. Doors also open automatically near the ports and the airport.
  2. Freefall — steer with the movement keys. Look straight down to fall faster and land first.
  3. Glide — Space again to open the glider. It opens on its own if you leave it too late.
  4. Land — your gear and HUD appear the moment you touch down. Start looting immediately.

Landing first matters more than landing well. Two players in the same building is a fistfight, and the one holding a gun wins it.

Screenshot: the glider on approach

Looting

You land with nothing but your fists. Everything else is on the floor or in a crate.

Picking things up

Walk up to an item and face it — it will rise off the ground and turn, and a prompt appears naming your pickup key. Tap it.

Crates need a hold instead of a tap. Holding still for a second in the open is the price of what is inside, so check your corners first.

Rarity

Everything is colour-coded, and the colour is the whole story: a rarer weapon of the same type simply hits harder.

RarityDamage
Commonbaseline
Uncommon+6%
Rare+12%
Epic+20%
Legendary+28%

Your inventory

Five slots, plus your fists, which you always have. Number keys 1–5 switch slots. Tab opens the full panel where you can drag to reorder, drop, and use things.

Pick up a sixth weapon with no room and whatever is in your hands drops at your feet — so it is a swap, not a refusal.

Ammo

Ammo is not in your five slots. It sits in five separate pools, shared by every gun that uses it:

Light — pistols SMG Medium — rifles Shells — shotguns Heavy — snipers & LMGs

Reloading is automatic when a magazine runs dry and you still have rounds in the pool.

Healing and shields

Health goes to 100. Shield goes to 100 on top of it, and shield is always eaten first — so a full player with full shield takes twice the punishment.

ItemGivesUp toTimeWhere
Small Shield+25 shield503sanywhere
Shield+50 shield1005sanywhere
Bandage+15 health754scrates only
Med Kitfull health1008scrates only

Bandages cannot finish the job. They stop at 75. To get back to full you need a Med Kit — and healing only ever comes out of crates, never off the street. If you are hurt, you have to go somewhere exposed to fix it.

Taking damage cancels whatever you are drinking or applying, and you keep the item. Heal behind cover.

Screenshot: an open crate and the inventory bar

Fighting

Where you hit matters

Headshots hurt — a lot — but the bonus fades with range. A headshot across the map is worth much less than the same shot from across a room. Limbs are worth less than the torso.

Range

Every weapon has a range, and damage falls off over the back half of it, down to a floor. A pistol duel at 200 metres is a waste of ammunition — close the distance or leave.

Fists

You always have them and they are a real weapon, but a poor one: about four swings to drop someone with no shield. Fine for the first ten seconds of a hot drop, not a plan.

Going down

In squads, running out of health does not kill you outright — it puts you on the floor. You can crawl and nothing else, and a timer starts. Run it out and you are gone.

Only if somebody is left to pick you up. Going down needs a squadmate still on their feet — if you are the last one standing on your team, or you are playing solo, the shot that would have knocked you down kills you.

Bleeding out is not the end of your match

In squads, running the timer out is no longer final. Your gear spills on the ground where you fell, and a revive key is left with it. Any one of your squad can bring you back with it.

There are twenty-three ambulances parked around the island from the moment the bus doors open, and you do not have to remember where. The instant a squadmate is out, every one of them appears on your map — along with any others your squad has been seen driving during the match. They show up when there is something to do with them and not before.

Getting somebody back is the expensive way. Picking a mate up off the floor before their timer runs out is free, quick, and lets them keep everything they were carrying. The key is what you have left after that, and it costs you a drive across the map or 25 Volts.

Throwables

Grenades, sticky bombs, molotovs and smoke. Three of each, maximum — a fourth stays on the ground.

Vehicles

Drive them, hide behind them, do not fall in love with them — they are loud, and a car parked outside a building tells everyone you are in it. You cannot loot from the driver's seat.

Screenshot: a firefight, HUD visible

The storm

A circle on your map marks the safe zone. Outside it you take damage every second, and it gets worse every phase. The circle shrinks in eight phases: each one holds at its current size for a while, then sweeps inward to the next.

The white line on your map is the next circle. Watch it, not the current one — by the time the wall is on you it is too late to plan.

PhaseDamage/secTime to kill you from full
10.5200s
21.2580s
31.760s
42.245s
52.935s
64.025s
75.020s
86.715s

The first circle is a bite, not a sentence — but it is not free either. Half a point a second is slow enough that phase 1 is your loot time, and the far side of the map is often emptier and richer than the middle. It is also slow enough to ignore for too long: that first sweep can run longer than the 200 seconds it takes to finish you, so being caught out there costs a real piece of your health rather than a rounding error. By phase 5 the storm is deciding fights, and by phase 8 standing still outside it is fifteen seconds of life.

The wall is generous at its edge: if you can see the curtain and you are inside it, you are safe. You will not be chipped by a circle you are standing in.

Screenshot: the storm wall closing

Levels & Volts

Two things go up as you play. XP raises your level, which is the number beside your name. Volts are what you spend in the market.

They are paid at the end of a match, together, and you will see them on the verdict screen before you are back in the lobby.

They are not the same table. XP rewards what you did in the fight; Volts reward the result. So a match where you did a great deal of damage and still went out early can move your level a long way and your balance very little — which is the intended shape, not a bug.

What a match pays in XP

ForXP
Each elimination60
Each knockdown25 — squads only, before someone finishes them
Each revive40
Damage dealt0.35 per point — about 35 for a full-health kill
Time survived12 per minute you stayed alive
Placementup to 500, scaled smoothly by where you finished
Winning+400
Finishing top ten without the win+120

Damage counts even when the kill does not. If you take someone to their last sliver of health and a third player steals it, you are still paid for every point you did. Only damage that actually lands counts — shooting a body that is already going down earns nothing extra.

Time survived is your own. It stops at the moment you die, not when the match ends, so outlasting people is worth something and watching the rest of it from spectate is not.

Levels get further apart as you climb — level 2 is 800 XP, level 10 is about 24,000, level 50 about 333,000, and it runs to 100.

What a match pays in Volts

ForVolts
Finishing the match8
Winning+60
Placementup to +35, more the further you get
Each elimination+5
Each revive+4
Each level you cross+15 early on, more as you climb

Winning pays the win bonus instead of the placement bonus, not on top of it — so a clean win is 68 before eliminations, and the placement scale is what pays everybody else.

A middling match is worth around 35. A win with a few eliminations on it is around 85.

Every match pays something. Drop badly, lose the first fight, finish last — you still get paid for turning up. Reviving a teammate pays too, because it is the least selfish thing you can do.

If you leave early

You keep what you earned. Quit after you are eliminated, close the game, lose your connection — the match is still recorded, and your XP, your Volts, your eliminations and your placement are all paid as normal. You will not see the verdict screen, because you are not there to see it, but nothing is withheld.

The one thing that pays outside a match

Report somebody, and if a human reviews the case and acts on it, you are paid 100 Volts — whenever that decision happens, whether or not you are online. It is the only Volts that do not come from playing a match. How reporting works.

Volts cannot be bought. There is no store, no top-up, no bundle, and no admin can hand you any. The only ways to get Volts are playing matches and reporting cheaters accurately — that is deliberate, and it is why nothing in the market changes how a fight goes.

The market

Everything in the market is cosmetic. Not "mostly cosmetic" — nothing you can buy changes your health, your damage, your hitbox, or how fast you move. A player who has bought everything and a player who has bought nothing arrive at the same gunfight equal.

That is the whole reason Volts can only be earned. The moment they could be bought, the sentence above would stop being true.

What is for sale

Canopies

Your parachute. Seen by everybody for the first ninety seconds of every match, which is why they are the best thing in the shop.

Smoke trails

The smoke behind you on the way down. It starts off on every drop and the trail key turns it on, and what flies is whatever you have equipped — in a squad exactly as much as alone.

Weapon finishes

A colour for whatever you are holding. Gold and platinum are, if anything, easier to spot.

Buying and equipping

Open the market from the lobby. Owned items say Equip; the one you are wearing says Equipped. Canopies and weapon finishes each have a free default you own from the start, so you can always go back to one. Smoke trails have no such tile — if you would rather not paint the sky, leave the trail key alone on the way down.

What you buy is yours permanently. Seasons end and their items stop being for sale, but nothing you own is ever taken away or stops working.

Verdicts are not for sale. The words that land when you win are the reward for winning. You cannot buy them.

The showroom

There is one other thing Volts buy, and it is not a cosmetic. During warmup — while everyone is standing around waiting for the bus — thirteen cars are parked where you spawn, each with a price on it. Buy one and it comes with you into the match.

No refunds, and nothing carries over. A purchase cannot be undone. If you leave the match before you have used it, you forfeit it — a car never survives into another round, and there is no way to bank one.

Every car on the list is a stock vehicle you could already find somewhere on the map. What the showroom sells is convenience, not capability — a ride waiting for you when you land, instead of a walk to wherever one happened to spawn. Two things are hard limits rather than judgement: nothing that flies and nothing with a weapon bolted to it is allowed in the game at all, let alone for sale.

Controls

Every single one of these is rebindable, in game. Esc → Settings → Controls. Click the key you want to change and press the new one. Everything below is just the default, and the prompts in-game always show your key, not ours.

Movement

Space
Jump from the plane / open glider
B
Toggle your smoke trail on the way down

Combat & items

Tab
Inventory panel
E hold
Interact / pick up / revive
G
Drop selected item
R
Use selected item
1–5
Select slot

Comms

N hold
Push to talk
T
Chat — everyone in your match
Y
Chat — squad only

Map & interface

Esc
Pause menu — the full-screen map is on it
Backspace
Clear your waypoint, or your squad marker
~
Player list — and reporting, from the same panel

Marking something for your squad is the map, not a key. Open the map and set a waypoint where you want them to look: the flag turns into a marker they can see, as a blip and as a coloured beam in the world. Set another one on top of it to take it down, or use the clear key above from anywhere.

Voice

Voice is on out of the box and the default is positional: anyone within about 25 metres hears you, on your squad or not. Talking inside a building is the same kind of tell as sprinting through one. Push to talk is N, and it is one of our keys like any other — rebind it under Settings → Controls.

Three settings, under Settings → Voice. They are alternatives, not layers — whichever one you pick is the only thing you are on:

You get two of these, not one. Your choice for squad matches and your choice for solos are saved separately, so setting up how you want to talk to your team does not decide anything about the next solo you play. Squad is not offered for solos, because there is no squad to route to — and if you are in a squad match on your own, Squad is silence in both directions.

On the bus, Nearby does not transmit. Everyone is packed into one plane and proximity would be forty people in a room. Squad still works up there, so if you want to talk on the ride, use it.

A name appears on screen when somebody is talking, and it only ever lists people you can actually hear. If you cannot see a name, whatever they are talking on is not something you are on.

Fair play

The short version: the server decides everything that matters. Your game does not get a vote on how much damage you did, what is in your inventory, or where the loot is.

What that means for you, an honest player:

A weapon we never gave you does not stay in your hands. It is taken straight back out, and it is written down as well as removed. Nobody is exempt from that — admins included.

More generally: if someone is trying something the server did not issue them the means to do, we hear about it, and a case goes to a human with the match around it attached. Their shots were not landing anyway.

Reporting someone

Open the player list during a match — ~ by default — press Report player, tick the people you mean, and pick a reason from the dropdown. There is no box to type in — the reason is the whole report, and it goes straight to the people who can do something about it.

Reporting somebody is not an accusation you have to prove. Nothing happens to a player because a report exists — it puts a human in the loop, and that is all it is for. Found a bug instead of a person? Tell an admin.

Getting paid for a good report

If a report you filed is looked at by a human and something is actually done about it, you are paid 100 Volts. Everybody who reported that player gets it, not just whoever was first.