Game Modes
ChainClash offers two main competitive modes built around the same core principles: fast matches, server-side physics, cosmetics only, and ranked progression. The goal is simple: low friction entry with a high skill ceiling.
Both modes share:
short, replayable rounds
server-authoritative simulation
anti-cheat by design
cosmetic progression without stat advantages
You win because you’re better, not because you swiped a credit card.
FPS Mode
Overview
The FPS mode is a low-poly arena shooter focused on precision, positioning, and fast decision making. Rounds are short and brutal. If you hesitate, you lose.
Gameplay and Systems
FPS mode uses hitscan weapons and tight maps designed around cover, flanking routes, and constant movement. Matchmaking is fast, rounds are compact, and downtime is minimal.
Core elements:
hitscan gunplay
small, high-intensity arena layouts
tactical cover and map control
fast lobby → fast round → repeat loop
Technology and Fair Play
All movement, firing, hit detection, and outcomes are calculated on the server. Clients only handle input and rendering. This prevents:
aimbots
client-side physics cheats
injection tampering
If a shot registers, it actually happened.
Progression and Live Operations
Players earn soft currency and cosmetics through play. No stat boosts, no pay-to-win. Ongoing support includes seasonal events, rotating maps, and balance updates.
Catapults Mode
Overview
The Catapults mode is a real-time PvP siege arena. Players construct and tune catapults, predict trajectories, and delete opponents with physics-based projectiles. Timing and prediction matter more than panic-spamming.
Gameplay and Systems
Players enter quick matchmaking, configure their siege engine, and fight inside compact arenas with high action density. Every shot is influenced by physics and positioning.
Core elements:
physics-driven projectile combat
catapult building and configuration
high-intensity small arenas
ranked leaderboard progression
Environmental Variants
Catapults mode supports multiple environments that alter physics and strategy.
Land mode:
terrain elevation affects arcs
rotating and static obstacles
line-of-sight mind games
Sea mode:
platforms are ships in motion
momentum and drift affect aim
wave motion forces trajectory compensation
Different environments create different metas. Adapt or get farmed by someone who does.
Technology and Fair Play
Projectile paths, collisions, destruction events, and movement are simulated server-side. This ensures:
consistent physics
validated hits
zero client authority exploits
Progression and Live Operations
Like FPS mode, progression is cosmetic only. Catapults receives rotating obstacle layouts, seasonal events, and time-limited cosmetic drops.
Economy and Progression Across All Modes
ChainClash launches with a soft-currency cosmetic economy:
visual customization only
no statistical advantages
no pay-to-win mechanics
Future modules may include:
staking systems
deposit-based reward loops
performance-linked earnings
These will be added carefully so competitive integrity is not compromised.
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