Casual & Objective Modes
Why Casual Exists
Section titled “Why Casual Exists”Casual is the no-stake lane, free to play, and no gear equipment at all:
- Learn movement and aim.
- Test heroes/weapons without economic risk.
- Onboard before ranked extraction play.
At launch, room capacity can be limited and rotated.
Objective Modes
Section titled “Objective Modes”Knockout
Section titled “Knockout”- Limited lives each round.
- Elimination matters because no instant respam.
Token Grab / Bottle Grab
Section titled “Token Grab / Bottle Grab”- Players contest a central resource and carry collected tokens or bottles.
- The objective result determines the winning side.
- In a pooled competition, winners divide the configured winner allocation; kills do not directly transfer the defeated player’s stake.
- Bottle Grab is the Soda Stake presentation of Token Grab.
For illustration, a room might allocate 70% of its pooled entries to the
winning side. The room’s authoritative configuration decides the actual value.
Claim Zone / Pool Control
Section titled “Claim Zone / Pool Control”- Teams occupy one or more marked zones.
- Occupation builds team control progress.
- First to the target—or the leader when time expires—wins.
- Kills are tactical because they clear the zone, not because they directly steal stake.
An objective room might configure a 60–80% winning-side allocation. This is
an example range, not a fixed default.
Soccer
Section titled “Soccer”- Team ball control and scoring.
- High focus on movement and coordination.
Relationship to Ranked
Section titled “Relationship to Ranked”- Casual does not replace ranked.
- Ranked remains the core extraction economy.
- Objective modes can graduate into ranked variants only after their authoritative result envelope, team payout policy, balance, and settlement tests are complete.
Core rules: Ranked Matchmaking.