game-boardGame 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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