Know the game

Movement and sound

Information is a resource: what you see, what you hear and what you give away.

#Information is a resource

Everyone plays by the same perception rules, bots included. In the game view you learn where hostiles are by seeing them, hearing them, or being told by a teammate, and every piece of that information fades. (The tactical map is the exception: while it is open it shows every living hostile.) Moving quietly, holding still and choosing when to shoot decide what the other side learns about you.

#Moving

Run
4.2 m/s for a standard operator (each operator scales it)
Creep
Hold Shift (touch: push the stick under 60%): 55% speed
Steady
Under 0.9 m/s for 0.2 s: tight aim, longer light, silent feet
Stairs
65% speed
Turning
Your body turns toward your aim at 720°/s

#Footsteps

8 mRunning: footsteps carry 8 mRunning, heard through a wall: 6.4 mCreeping (Shift): 3 mSteady (standing or under 0.9 m/s): silent feet
Footstep radii to scale.

Floors matter: carpet carries a run only 70% as far (5.6 m), while decks, stairs and Metro service tunnels ring to 130% (10.4 m). A wall in between shrinks any sound to 80% of its radius.

Running and firing: the dashed ring around the operator shows how far that noise carries.
Sound marks in play: heard footsteps and your own noise ring.Screenshot of the game (headless Chrome, local build).

#Every sound

Gunshot22 mGrenade blast22 mDeath12 mBullet impact10 mRunning step8 mGrenade bounce7 mAbility use6 mPickup5 mReload4 mGrenade throw4 mCreeping step3 m
How far each sound carries in the open.

#Vision and your light

5 m10 m steady 10.8 m walking: 70° to 9 m running: 80.5° to 7.6 m always seen within 1.6 m
Benja's light cone: walking, steady and running, to scale.
Sight and speed by operator
OperatorConeRangeSteady rangeRun speed
Benja70°9 m10.8 m4.2 m/s
Toad72°8 m9.6 m3.9 m/s
Ray52°12 m14.4 m4 m/s
Tabsu85°8 m9.6 m4.6 m/s
Tonashiro80°7.5 m9 m4 m/s
Yot64°9 m10.8 m4.2 m/s
Bill90°7.5 m9 m4.5 m/s
  • Anything within 1.6 m is always seen.
  • Lit areas: someone standing in one is seen from up to 22 m by anyone facing them with a clear line.
  • A muzzle flash with a clear line reveals the shooter for 0.7 s, at any range.
  • Walls block sight; crates, barriers and rails do not.

#Marks, rings and last known

  • A heard sound with a clear line leaves a mark near its source; the louder and sharper the sound, the closer the guess.
  • Through a wall you get a direction only: a tick on a ring around you (within about 16°).
  • When a hostile leaves your sight its outline stays as LAST KNOWN, and a red dotted ring grows at 2 m/s to show where it could be now. A sighting fades over 6 s.
  • A teammate's sighting shows as a SPOTTED mark at roughly the place they saw it.
  • Your own noise shows as a ring that expands to its true radius: what you just gave away.

#Ping (Benja)

Ping is Benja's ability, not a chat or map marker. It reveals hostiles within 14 m for 2.5 s, and the ping itself can be heard 12 m away. Cooldown 14 s.

#AI teammate call-outs

Your AI teammates call out only what they perceive themselves (contacts, footsteps, shots, reloading, being hurt, coming to revive you), one voice at a time. A teammate who hears a call turns to cover that way.