Start
Start here
Your first room in about five minutes: ten short sections.
#1. The goal
In the default game (Vs bots) you and two AI teammates face 5 hostile bots. Your side wins when every hostile is down. You lose if you are eliminated, and the danger zone can eliminate you too. Online, the last side standing wins.
#2. Pick an operator
Seven operators, each with one weapon and one ability. All of them start at 150 health; they differ in armour, speed, sight and weapon. Benja (Auto rifle, Ping) is the all-rounder. See Operators and CHOG traits.
#3. Move
WASD on a PC, the left thumb on touch. Running is 4.2 m/s for the standard operator. Hold Shift (or push the stick less than 60% of the way) to creep at 55% speed: much quieter.
#4. Aim and fire
Aim with the mouse and hold the left button to fire. On touch, the right thumb aims; it fires once you push past 35% of the stick, so a small push only turns you. Bullets travel and can be dodged. Standing still tightens your aim; running loosens it.
#5. Your light is your sight
You see inside your light cone, along a clear line, and anything within 1.6 m of you. Walls block sight. Crates and barriers do not. A muzzle flash shows the shooter to anyone with a clear line, at any range, for 0.7 s.
#6. Sound gives you away
Running footsteps carry 8 m, creeping 3 m, and standing still makes none. A shot carries 22 m. Hostiles hear the same rules you do. Sounds you hear show as marks; through a wall you only get a direction.
#7. Use cover
Crates and barriers are half cover: they stop bullets but not sight. Standing within 1.25 m of one lets you shoot over it. Walls stop everything.
#8. Health, armour and supplies
Armour soaks 60% of each hit until it runs out. Walk over supplies to take them: health +40, armour +35, ammo two magazines, grenades +1. Each one is back 4 s after it is taken, somewhere else in its area.
#9. Downed, not out
With a teammate still standing, reaching 0 health downs you instead. You crawl, cannot shoot, and bleed out over 10 s. A teammate who stands next to you (1.4 m) without firing revives you in 3 s.
#10. Watch the danger zone
After 60 s a circle starts to close in three stages. Outside it you take damage that grows from 4 to 20 a second. The next circle is shown a few seconds before it closes: move when it appears.