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Game Systems
Home · Gameplay · Equipment · Inventory · Known-Features
The player begins with 100 HP before class, skill, and perk modifiers. Damage is reduced by Armor Plating, the Bulletproof perk, and other active effects. Damage from an attacker can display a direction-aware crosshair arc, screen impact effects, haptics, camera shake, and a health update.
Confirmed healing sources are Health pickups, killstreak Health airdrops, Medic Triage and passive regeneration, Bloodletting and Vampiric Edge perks, and health-related power effects. There is no universal natural health regeneration for every class.
Environmental hazard pools damage the player on a fixed tick while stood in them, scaled by depth; see World.
The Riot Shield is directional: the attacker must be inside its approximately 124° front arc. It drains its 160-damage absorption pool before health takes any remaining blocked damage.
| System | Confirmed behavior |
|---|---|
| Sprint | Base sprint multiplier is 1.8×. Sprint is disabled while ADS is active. |
| Stamina | 100 maximum; drains 28/s while sprinting (~3.5 seconds from full). |
| Recovery | After 1.6 seconds without sprinting, regenerates 7/s. Exhaustion locks sprint until stamina reaches 18. |
| Jump | Base jump power 0.45, gravity 0.02, 150 ms jump cooldown; class and weapon modifiers affect feel. |
| Crouch | Toggle; lowers camera from 5 to 3.5 and halves movement speed. |
| Collision | Terrain and barrels block player movement; axis-by-axis resolution allows wall sliding. |
| Tutorial | Health and stamina are unlimited for training. |
Rapier physics is not the player's locomotion engine. It is lazy-loaded for solo enemy death bodies; normal locomotion, bullets, casings, and effects use custom kinematic logic.
Damage can combine weapon base damage with skills, wave perks, run modifiers, active loot, class passives, headshots, and mastery-related handling. Important confirmed examples:
- Headshots multiply damage by
2 + Headshot Masterybefore further headshot multipliers. - Pyro adds 6 flat bullet damage.
- Damage Boost doubles base weapon damage.
- Overcharge applies 1.6× damage and 1.8× fire rate.
- Glass Cannon-like and other generated run modifiers can alter player damage, health, enemy statistics, or score payout.
Score unlocks weapons during a run. Score is multiplied by difficulty in Classic and by a selected run modifier when applicable. Kill combos add combo × 5 and killstreaks deliver airdrops at implementation-defined milestones.
Signed-in players persist:
- Solo and multiplayer aggregates.
- Skill points and server-validated skills.
- Difficulty-weighted rank XP, with anti-grind adjustment from the last eight difficulty selections.
- Weapon mastery XP per weapon.
- Achievements, cosmetic titles, avatar, settings, leaderboard/privacy preferences, daily progress, and photos.
Weapon mastery runs from L0 to L10. Thresholds and rewards are detailed in Weapons. L3 and above improves reload speed, L5 and above reduces recoil, and L10 increases magazine size. Mastery is disabled in Tutorial and saved only for authenticated play.
The nine confirmed player skills are:
| Path | Skills |
|---|---|
| Combat | Steady Hands, Headshot Mastery, Quickdraw, Heavy Hitter |
| Survival | Thick Skin, Armor Plating |
| Mobility | Fleet Footed, Dash Mastery |
| Support | Scavenger |
The client computes recommendations from detected playstyle; Convex validates level caps, costs, and prerequisites before spending a skill point. The game intentionally omits a generic health-regeneration skill.
One deterministic UTC-day challenge is drawn from a catalogue of 71 definitions using a cycle-shuffled rotation, so the full set is worked through before any repeats. Channels cover kills, headshots, waves reached, flawless waves, survival time, score, combos, rapid kills, boss kills, perfect active reloads, Subverter deployments, and per-weapon kill counts. Completion grants one skill point after a signed-in claim.
The achievement registry contains 31 achievements. Solo and authenticated play can progress solo achievements; multiplayer career achievements for 10 matches and five wins are applied server-side; three are touch-device only. A subset unlocks cosmetic kill-feed titles. The persisted mask is a single 32-bit integer, so the registry is currently at its ceiling — a 32nd entry requires widening the storage representation first.
Neither system exists. Procedural mission cards and live combat-coach tips were both removed.
Both had been gated on a frame counter that is clamped after the third frame, so neither had ever actually run in a shipped build — no mission was ever generated and no coaching tip ever fired. When the gate was repaired the features became visible for the first time and were then removed by design decision rather than kept: the wave-end Mystery Box is the intended between-wave beat, and teaching belongs in the Tutorial rather than as pop-ups during a fight.
The wave-end sequence is therefore banner → roughly two seconds → Mystery Box → next wave, with nothing in between. There is no in-run currency, shop, or purchasable upgrade.
Maps use a continuously blended day/night system and climate-driven weather. Beyond atmosphere, weather now applies small gameplay modifiers to enemy engagement range, player movement, and footstep audibility — see World. No confirmed hunger, thirst, temperature, sleep, disease, or direct weather-damage mechanics were found.
No crafting, base-building, resource harvesting, hunger, or wearable armor systems were found. “Armor” is a visual descriptor and a damage-reduction skill/perk; it is not an itemized equipment system.
Implementation references: src/App.tsx, src/utils/SmartSkillTreeSystem.ts, src/utils/AdaptiveDifficultySystem.ts, src/utils/WavePerkRegistry.ts, src/utils/AchievementSystem.ts, convex/gameLimits.ts, convex/playerStats.ts, convex/daily.ts, convex/dailyChallengeRegistry.ts.