What is confirmed
- The match supports respawning through purchased lives.
- Victory comes from Control Zone score, not being the last survivor.
- Cash persists between matches, but there is no published extract-with-loot win condition.
What this means for players
The persistent economy can make the game sound like an extraction shooter, but persistence alone does not define that genre. The decisive difference is the match objective: players fight for shared score and return after death.
It also differs from battle royale structure. The playable focus is a contested objective among three teams rather than a shrinking survival field with one final survivor or squad.
Players should expect combined-arms objective pressure, not a stash-management raid loop or one-life tournament.
What is not confirmed yet
- Whether alternative playlists will appear later in Early Access.
- Community server variants.
- Any high-stakes event mode with different life rules.
Frequently asked questions
Do you lose everything when you die?
You purchase another life from available cash; this is not described as losing an extracted inventory stash.
Does the map shrink?
The published structure uses a randomized Control Zone, not a battle-royale circle.
Can I respawn?
Yes, respawning through new loadout purchases is central to the described loop.
Sources
Last verified: 2026-08-23. This independent guide separates published facts from items that still require an Early Access build.
