Skip to content

Extraction Round

Dominik Burger edited this page Jun 10, 2026 · 7 revisions

Extraction Round [CURRENT] (server-authoritative)

A round is a 10-minute clock. The first half is calm exploration; at the 5-minute mark the safe zone starts closing and portals begin appearing — get to one before the zone (or the clock) catches you.

timeline
    title One 10-minute round
    Min 0 — Spawn : Players spread out : Explore, fight, tame
    Min 5 — Zone closes : Safe zone starts shrinking : Portals spawn every 30s
    Min 7.5 — Danger : Outside the circle a danger meter fills : Race to a portal
    Min 10 — End : Extract to win : Zone-death or timeout loses your run team
Loading
Rule Value
Round duration 600s (10 min)
Player spawns seeded walkable points, spread ≥24 tiles apart (GP-5) so 16 players don't all start on one cluster
Team on run start teams no longer auto-heal — your active team carries whatever HP it had into the next run. Heal up for free at the Healer in the camp between runs (a deliberate choice, not automatic). Applies in single-player and online.
Safe-zone (circle) starts shrinking at 300s (5 min); radius scales with remaining time
Zone danger (outside the circle) a danger meter fills over 30s (DANGER_FILL_S) → the run is lost (a "zone" death); it no longer chips HP. Step back inside and the meter drains over 10s (DANGER_DRAIN_S, linear). Server-authoritative (self.danger 0–1 in the snapshot); the old flat 25 HP/s storm attrition was retired 2026-06-11.
Portal spawn interval every 30s after the 5-min mark, inside the closing circle; portals are spread across quadrants (GP-7) so every player has a reachable exit, and an off-screen compass arrow points to the nearest one (VS-20)
Encounter radius 44px (walk this close to a monster → fight)
Extract radius 48px (step this close to a portal → extract)
Extract (victory) run ends, keep gains, active team healed to full, run-found chains banked
Defeat (combat wipe, zone-timeout, round timeout, or disconnect) lose the active run team (Q10) and any run-found chains. Vault + banked chains kept; team refills from the vault, or random Lv.1 starters if the vault is empty. Applies in both SP and MP via one shared rule (loseRunTeam).

Q10 CONFIRMED (2026-06-07): the death penalty above (lose the active team, vault safe) is now confirmed and applies identically in single-player and multiplayer. Single-player previously kept the team on death (a parity + spec gap surfaced by INV-A2) — now fixed.

Clone this wiki locally