ARC is team capture-the-flag: GREEN vs RED. Fly to the enemy base, grab their flag, and carry it back to your own flag stand to score a capture. You can only score while your own flag is home — if an enemy is running off with it, hunt them down. Kill the carrier and your flag drops where they died; any teammate can then pick it up and carry it back to its stand to re-arm scoring.
| INPUT | ACTION |
|---|---|
| WASD / arrows | Move (aim is independent of movement) |
| Mouse | Aim — your turret tracks the crosshair |
| Left click (hold) | Fire laser |
| Right click (hold) | Fire the selected secondary weapon |
| 1 2 3 / mouse wheel | Select secondary: missile / bouncer / mortar |
| TAB | Toggle scoreboard + menu (switch team, spectate, return to lobby) |
| Q | Drop a carried flag (regain full speed) |
| ENTER | Open chat — type, then ENTER to send or ESC to cancel |
| Top-left panel | Switch team or spectate; spectators pan with WASD |
The crosshair changes shape with your selected secondary — amber chevrons for missile, a cyan orbit ring for bouncer, an orange artillery reticle for mortar — and dims when that weapon has no ammo.
Fast, unlimited, modest damage. Your bread and butter. No ammo needed.
Slow, heavy projectile with the biggest single-hit damage. Holds up to 3 rounds; one recharges every 10 seconds.
Fast energy ball that ricochets off walls up to five times — lethal in corridors and around corners. Holds 3 rounds; fastest recharge (5s).
Artillery: lobs a shell over walls to your crosshair (range ring and blast preview are shown while selected — the red inner circle is the kill core). Any ship touching the core when the shell lands is destroyed instantly; damage falls off sharply from heavy near the core to a scratch at the outer edge, and a perfect ring of shrapnel flies out from the impact. Holds 1 round, recharges in 16 seconds. It's the counter to bunkered-up defenders.
There is no passive regeneration. Only two things heal you:
Below 30 hull your ship enters critical mode: it smokes, burns, and moves slower. Disengage and find a pack — or land a desperation kill.
If you created the arena, you can type these in chat:
Chat is filtered for obscene language — blocked messages are only visible to you.
The ★ RANKED ARENA is a permanent 4v4 arena with its own rules and a persistent ladder — see the Rankings page.
During the testing period, empty ranked slots are filled by bots. Bots never appear on the ladder.
In public arenas, pilots with no input (no movement, aiming, firing, or chat) for 3 minutes are removed to free the slot — you'll get a 15-second warning in chat first. Password-protected private arenas are exempt. In ranked, an idle removal counts as leaving the game.
Open the Map Editor. Paint tiles (mouse-wheel zooms, Shift-drag draws straight lines, brushes up to 8×8), place flags and spawns, then EXPORT the map as a .json file on your machine. Battlefields that go live on the server are curated by the operators — send them your exported map to get it into the rotation.
Your own flag isn't home. The HUD banner will tell you whether it's being carried (kill the thief) or lying on the ground (any teammate can grab it and carry it back to its stand).
Check for grates — enemies shoot through them from off-screen. The minimap (top right) shows everyone's position.
Bots fill empty slots (configurable when creating an arena) and play the objective: they grab flags, escort carriers, hunt thieves, seek health, and use every weapon. When a human joins, a bot makes room; when someone leaves, a bot backfills.