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.
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.
- Jump — Space when you want off the plane. Doors also open automatically near the ports and the airport.
- Freefall — steer with the movement keys. Look straight down to fall faster and land first.
- Glide — Space again to open the glider. It opens on its own if you leave it too late.
- 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.
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.
| Rarity | Damage |
|---|---|
| Common | baseline |
| 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.
| Item | Gives | Up to | Time | Where |
|---|---|---|---|---|
| Small Shield | +25 shield | 50 | 3s | anywhere |
| Shield | +50 shield | 100 | 5s | anywhere |
| Bandage | +15 health | 75 | 4s | crates only |
| Med Kit | full health | 100 | 8s | crates 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.
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.
- It is two minutes the first time. Every knock after that in the same match is shorter — about 100 seconds, then 78, then 57, settling at a floor of 40. The third knock is a much shorter conversation than the first.
- Shooting someone who is already down takes time off that timer rather than health off a second bar. About four rifle rounds finish a fresh knock, and it costs you the seconds you spend doing it.
- A squadmate picks you up by holding the interact key beside you for under three seconds. Short, but they have to be standing still and out in the open to do it — which is what smoke is for.
- Your timer stops while somebody is actually picking you up. A revive started with three seconds left is a revive, not a race you lose. If they let go, or get shot, it starts running again.
- You come back on 30 health and no shield. Get behind something before you do anything else.
- You can be picked up more than once in a match. That is what the shortening timer is there to price.
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.
- Someone picks the key up — walk to it and press the interact key. It is not an inventory item and it takes no slot: once anybody on the squad has it, the whole squad has it. One of you can fetch it while another does the revive.
- The key on the ground lasts three minutes. After that the pickup is gone — but the revive is not, because you can still buy it.
- Or buy one at any ambulance for 25 Volts. One purchase covers everybody on your squad who is out, not just one of them, and you can do it as many times in a match as you can afford.
- The revive happens at an ambulance, not at your body. A squadmate drives to one, holds the interact key for six seconds, and you come back.
- You come back on full health — and you come back falling, dropped in from a hundred and fifty metres above the van. You do not keep the gear you dropped; it is still lying where you died, for you or anyone else to pick up.
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.
- Grenade / Sticky — big damage in a radius. They also hurt you, so mind your feet.
- Molotov — the fire lingers. Anyone who runs through it keeps burning, and the kill still counts as yours.
- Smoke — no damage at all. It is the only reliable way to cross open ground or pick a teammate up under fire.
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.
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.
| Phase | Damage/sec | Time to kill you from full |
|---|---|---|
| 1 | 0.5 | 200s |
| 2 | 1.25 | 80s |
| 3 | 1.7 | 60s |
| 4 | 2.2 | 45s |
| 5 | 2.9 | 35s |
| 6 | 4.0 | 25s |
| 7 | 5.0 | 20s |
| 8 | 6.7 | 15s |
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.
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
| For | XP |
|---|---|
| Each elimination | 60 |
| Each knockdown | 25 — squads only, before someone finishes them |
| Each revive | 40 |
| Damage dealt | 0.35 per point — about 35 for a full-health kill |
| Time survived | 12 per minute you stayed alive |
| Placement | up 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
| For | Volts |
|---|---|
| Finishing the match | 8 |
| Winning | +60 |
| Placement | up 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.
- One car per match. Not one at a time — one, and that is your purchase for the round.
- 250 to 1,500 Volts, depending on the car, out of the same saved balance you buy canopies with.
- It arrives as an item in your bag. It takes a slot like anything else. Use it once you are on the ground and on foot, and the car appears with you in the driver's seat.
- The colours change every match. What a car is wearing in the showroom is what you will be driving — the paint is rolled once per round and the one you buy is the one you saw.
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:
- Nearby — the default. Anyone close enough, team or not, and nobody else. There is no special case for a squadmate: one standing next to you is exactly as audible as a stranger, and one across the island is exactly as inaudible.
- Squad — your squad, at any distance, and only your squad. No proximity at all: you will not hear the person you are fighting, and they will not hear you. Pick this one if you want to talk to your team across the island.
- Off — you are not transmitting, and you are not hearing anyone either.
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:
- Nothing you do by playing normally will flag you. Shooting a teammate, punching someone in warmup, dying to your own grenade — all of that is expected, and none of it is counted against you.
- Modded weapons and damage multipliers do not work. Not "are detected later" — they do not land. The server recalculates every hit from its own tables and ignores the number your game sent.
- You cannot spawn items or ammo. There is no code path that adds anything to an inventory from a client message. Things enter your inventory by being picked up off the ground.
- You cannot see where the loot is. The map layout never leaves the server. You are only ever sent the items near you.
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.
- You can name up to five players in one go, and you get three goes per match.
- You can report the same player once per match. If you try twice you will be told who you have already reported, rather than the second one quietly vanishing — and a submission refused that way does not use up one of your three.
- The list keeps people who have already died, because the player you want to report is often the one who just killed you.
- If you are killed by somebody already under review, the game offers you a report on the spot — one press of Tab, no panel, and it does not spend one of your three. You will never be told anything about anyone else's case, and nobody is ever told they have been reported.
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.
- It arrives whenever the decision is made — often hours or days after the match, and you do not have to be online. The Volts are on your account either way; you will see a message if you happen to be playing when it lands.
- A report that turns out to be nothing costs you nothing. You are paid for the outcome, never for filing.
- You cannot be paid twice for the same case, so there is no point reporting somebody again to try.