About this alpha
Mouse and keyboard required. Public matches prioritize people, then add identified computer-controlled opponents. The usual queue is 15-25 seconds. Most computer opponents use Normal difficulty, with Hard and Easy opponents added to larger groups. Private rooms and local Offline play are also available. Matches are unrated.
The menu count includes a 17-character computer roster, not 17 human connections or active CPU seats. Details show human presence separately. A ~ before a CPU seat's latency marks simulated response delay, not measured network ping. Recent computer opponents are kept in server memory for up to 24 hours after your last public match to reduce repeats; restarting clears that memory.
Online games can be interrupted by outages or updates. Rejoin is available for two minutes after a disconnect, but not after a server restart. Offline pauses in menus and hidden tabs; leaving or reloading ends the match, and results stay on the device.
Community rules
Use an appropriate public name. Do not harass other players, impersonate staff, deliberately abuse the service, or use exploits to disrupt games. Winning, losing, being inexperienced, and suspected wrongdoing are not by themselves grounds for punishment.
Links are forbidden in player chat, including links to this game. Use the built-in invitation controls. Confirmed link attempts are blocked and automatically mute chat for increasing periods, initially 1 minute, 5 minutes, 30 minutes, 2 hours and 24 hours for repeated violations in a seven-day window. Operators may adjust the policy. Profanity is automatically masked; filtering is imperfect and can be reviewed.
A chat mute prevents sending, not playing, reading authorized chat or appealing. The composer shows the reason and expiry with an appeal action. Personal text mute and block controls affect your own social contact and can be reversed through Social. Reports are reviewed by the operator; their number never triggers automatic gameplay bans. Manual restrictions include a reason and review path. This alpha does not promise around-the-clock moderation.
Chat and social data
Room chat is available during combat. With fog enabled, eliminated players' combat messages are visible only to spectators; authorized audiences are preserved for history and reconnects. Only filtered text is sent to participants. Chat filtering runs on our server, not an external moderation provider.
Ordinary messages and unreported raw moderation evidence expire after seven days. A reported message and a small authorized context excerpt are retained while the case is open and for 90 days after closure; redacted evidence is retained for 90 days. Original text is available only to authorized staff for review, and access is logged. Minimal restriction and audit metadata is separate from message retention. Backups are private, encrypted and subject to recovery/retention procedures.
Friends require mutual consent. Public profiles and friend codes expose game identities, not Google emails. Presence is shared with accepted friends unless you choose Invisible. Blocks suppress communication, requests and presence, but do not promise different matchmaking. Guest chat uses a private continuity cookie; restrictions can follow authenticated ownership of that guest identity, but clearing browser identity can limit guest enforcement. Do not share passwords, tokens, contact details or other sensitive information in chat.
Account and game data
Google sign-in is brokered by Keycloak. The game links the validated identity to an internal player ID, an editable public display name and an optional permanent username. Google identity information is not used as your public name or username. Choose your username once in your profile; it cannot be changed later. Other signed-in players can find your public profile by its exact username or a shared friend code. There is no public account directory. Your display name remains editable, and existing friendships and friend codes remain valid.
Session cookies, guest preferences and recovery credentials support login, settings and rejoining. Signed-in controls and settings are stored privately with the player profile and cached locally for offline recovery. Guest preferences remain separate on the browser.
The server stores authoritative match participants, public-name snapshots, scores, departures, recovery events and computer-control involvement. Account history and preferences are private to the account. Reports and appeals contain the text you submit and the match context needed for review. Only authorized staff can inspect private cases and moderation records.
Operational counters describe service activity. Browser error reporting sends only an error type and creates a support reference, not a recording of your session. Do not put passwords, tokens, sensitive personal information or payment details in feedback.
Help, appeals and account requests
Open Help & support from your profile, controls or match results. You can review the response to a request there. Sign in to appeal an account restriction or request account data or deletion. These requests require operator review; submitting one does not claim that export or deletion has already occurred.
Guest access has limitations: anonymous sessions are not a verified person, and an account restriction cannot reliably prevent every fresh guest session. An operator may require sign-in for public matchmaking if abuse makes that necessary.
Before a broader launch
This remains a small, operator-led alpha, not a broadly promoted ranked service. The intended age range, launch countries and public-launch privacy policy need a separate review before broad promotion. Operational health is monitored through Azure and an independent repository watchdog. This page describes the alpha's behavior; it is not a claim of regulatory certification.