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Retix game modes

Four modes, each with its own win condition and its own clock. The numbers below are the ones the server actually enforces.

ModePlayersClockEnds whenMaps
Team Deathmatch4v4, 8 max4 minutesA team reaches 30 kills, or the clock runs out5 arenas
Free For All8 max4 minutesOne player reaches 30 kills, or the clock runs out5 arenas
Domination8 max, two teams6 minutesA team reaches 10 captures, or the clock runs out5 arenas
Battle Royale50 maxNo timerOne player or squad is left standingFrontier

Team Deathmatch

Four against four, four minutes. The first side to thirty team kills takes it outright, and if neither gets there the side ahead at the buzzer wins. It is the shortest mode in the game and the one that fills fastest.

Teams balance as players arrive, so the room will not put a fifth player on one side while the other has four.

A side that empties out mid-match forfeits, which stops the remaining team from farming an absent opponent.

Free For All

Up to eight players, no teams, four minutes. First to 30 kills ends it early; otherwise the highest score at the buzzer wins.

Everyone is a target, including whoever is currently leading. The leader is marked, so a lead is a liability as much as it is a lead.

Domination

Two teams, up to eight players, six minutes, and one control point on each arena map. Capture it and hold it. First team to ten captures wins; each uninterrupted capture takes thirty seconds, so ten fit in five minutes before the ceiling.

Standing on the point pays you as an individual, not only your team. Being on the point when your side completes a capture is worth two objective credits, and every twelve seconds you spend advancing the gauge is worth one more. Objective credit is the best-paid line in the whole gold formula at twenty gold apiece, so a completed capture hands forty gold to everyone standing there. More than three kills, for holding still.

The hold tick sits well under the time a lone player needs to finish a capture on their own. Completing a capture resets the accumulator, so a threshold set at or above a solo capture would be a reward nobody ever collected.

Battle Royale

Up to 50 players and no match timer at all. It ends when one side is left. You land with nothing and pick weapons up off the ground, so the pickup and drop controls only exist here. Ending a stalemate is the ring's job: its last phase closes 409 seconds in and burns anyone outside it for 45 health a second.

Battle Royale runs on its own map. Frontier is roughly fifty-seven times the area of an arena map and the only map that carries loot, so the arena rotation and the battle-royale rotation never overlap.

Which mode to play

Team Deathmatch is the shortest and the one that fills fastest, so it is where a new account goes to learn the maps. Free For All is the same four minutes with nobody covering your back, which makes it the honest test of whether a weapon suits you.

Domination pays the most per minute by a wide margin. Objective credit is worth twenty gold apiece and a completed capture pays two of them to everybody standing on the point, so if the goal is unlocking a weapon and not topping a scoreboard, this is the mode.

Battle Royale is the long one and the only mode where you start with nothing.

It rewards patience over aggression: what pays there is how many people were eliminated before you, not who eliminated them.

Playing against bots

If a lobby is short of players, bots fill the empty seats so a match still starts instead of leaving you waiting. You can also pick the bot difficulty directly from the home screen and play a mode on your own.

Bots pay less. A kill on a bot is worth a fraction of a kill on a person, and the flat awards for finishing and winning are discounted in proportion to how much of the lobby was filled. An easy-bot lobby stops being a gold farm without anyone who simply got filled in at a quiet hour being punished for it.