Competition Tracks & Gameplay Modes
SOLZ describes a match through three separate axes. This prevents an economy choice such as Ranked from being confused with a win condition such as Battle Royale or a team format such as 3v3.
1. Competition Track
Section titled “1. Competition Track”| Track | Value system | Current status |
|---|---|---|
| Ranked | Real supported tokens | Battle Royale and Labyrinth paths available in the current architecture |
| Soda Stake | Simulated Soda currency | App-store/mobile product path; final phase of v0.2.x |
| Mini Games | Mode-specific casual rules | Planned catalogue |
| Wave | PvE or PvPvE wave survival | Casual Survival route available; not enabled as real-token Ranked |
| Seasonal | Time-limited competition | TBC |
| Arenagent | Agent-versus-Agent competition | Planned for v0.2.5x |
2. Ruleset
Section titled “2. Ruleset”Battle Royale / Showdown
Section titled “Battle Royale / Showdown”The core kill, survive, and Escape ruleset. In kill-based Ranked, defeating a player directly awards the configured portion of that player’s remaining stake/HP. Public FFA is commonly configured for 10 players; the current protocol ceiling is 12.
Status: Available in Ranked and casual-compatible configurations.
Labyrinth
Section titled “Labyrinth”An exploration and combat ruleset using a generated labyrinth. It can support FFA or teams of two or three depending on the published match configuration. Detailed objectives and room rules will be documented after the mode design is finalized.
Status: Casual and Ranked architecture exists; deeper gameplay guide pending.
Token Grab / Bottle Grab
Section titled “Token Grab / Bottle Grab”Teams fight over a central collectible objective, similar to a collect-and-hold arena mode. Ranked uses the selected token name; Soda Stake calls the objective Bottle Grab. Kills create space but do not directly steal stake. The winning side divides the configured winner portion of the pooled entries.
Status: Objective design; real-token Ranked settlement not active.
Claim Zone / Pool Control
Section titled “Claim Zone / Pool Control”Teams occupy one or more zones to build control progress. The first side to reach the target—or the side leading when time expires—wins. Kills help remove opponents from the objective but do not directly steal their stake.
Status: Objective design; real-token Ranked settlement not active.
3. Player Format
Section titled “3. Player Format”Supported and planned configurations include:
- 1v1;
- 3v3;
- FFA;
- team or temporary-alliance FFA; and
- PvPvE.
Not every ruleset is available in every format. The published room configuration is authoritative.
Detailed objectives: Casual & Objective Modes. Ranked preparation: Ranked Matchmaking.