Controls, modes, and how ownership works.
| Move | W A S D, drive / steer (planes can't stop) |
| Aim | Mouse |
| Fire | Left mouse, primary · Space / right mouse, special |
| Mute | M |
| Pause | Esc |
| Move | Left stick |
| Fire | Tap to fire, or switch to twin-stick in Settings (right stick aims + auto-fires) |
| Special | ALT button |
| UI size | Settings → UI scale (70-150%) |
| Team Deathmatch | Most kills for your team. |
| Free For All | Everyone hostile; most kills wins. |
| Capture the Flag | Grab the enemy flag, return it home. |
| King of the Hill | Hold the central zone to score. |
| VIP Escort | Defenders keep the VIP alive; attackers hunt them. |
| Demolition | Destroy the enemy team's base. |
| Control | Capture zones one at a time by holding them. |
| Capture & Hold | Every zone is live at once. Hold zones to rack up points, the more you hold, the faster you score. Either team can take a zone back. |
| Sabotage | One life a round. Attackers plant a charge at a bomb site; defenders stop or defuse it. Wipe the enemy team and the round is yours. First to four rounds wins. |
| Zombies (co-op) | You and your bots against endless waves of walkers. |
| Extraction (co-op PvE) | Push through an AI-held map to the extraction point. Enemies spawn from placed AI spawns as you advance; the whole squad has to reach the exit and hold it. |
Team Deathmatch — Two teams, shared score. Every kill is a point for your side; first team to the kill limit (or the highest score when time runs out) wins. Respawns are on, so trade aggressively and push as a group.
Free For All — No teams, everyone's a target. Your kills only. Watch your back as much as your front; the map has no safe direction. First to the kill limit wins.
Capture the Flag — Each team has a flag at its base. Drive into the enemy base, grab their flag, and carry it back to yours to score, but your own flag must be home for the capture to count. Defend your carrier, and hunt theirs. First to the capture limit wins.
King of the Hill — One zone in the middle. Sit inside it, alone from your team's side, to bank hill time; the enemy contests by stepping in, which freezes the count. First team to the target time on the hill wins. It's a brawl over one patch of ground, bring friends.
VIP Escort — One player per round is the VIP. That team wins the round by keeping the VIP alive (or moving them to safety); the other team wins by killing them. Protect the VIP like your round depends on it, because it does. Best of the round limit takes the match.
Demolition — Each team has a base with a health bar. Shell the enemy base until it's rubble while defending your own. Bring the biggest guns you can, tanks and planes earn their keep here. First base to fall loses.
Control — Zones activate one at a time. Stand in the live zone, uncontested, to capture it; then the next one lights up. Rotate fast and deny the enemy the active zone. First to the point limit wins.
Capture & Hold — Every zone is live at once. Holding zones ticks up your score, and the more you hold at a time, the faster it climbs. Spread out to grab ground, group up to break a stalemate. Either side can retake a zone. First to the point limit wins.
Sabotage — Round-based, one life each round (details below). Attackers plant a charge at a bomb site; defenders stop or defuse it. Win a round by detonating, defusing, or wiping the other team out. First to four rounds wins the match.
Zombies (co-op) — You, your friends and any bots against endless AI walkers (details below). Survive the waves; there's no winning, only how long you last.
Extraction (co-op PvE) — A one-way co-op push. Advance through an AI-held map; enemies spawn from AI spawn points as you move up (each spawn can be set to release armour, light, air or a mix). The whole squad has to reach the extraction point and hold it to win — leave no one behind. Set the enemy density with the AI multiplier when you host.
Co-op survival. Everyone, you, your friends and any bots, is on one team; the walkers are the enemy. Waves never stop, and each one brings more of them, tougher and faster than the last. The clock counts up: it's a survival timer, and the match never times out. The score plate shows the wave number and how many walkers are left.
| Vehicles | Ground only. Walkers can't reach aircraft, so helis and planes are disabled in this mode. |
| One life | Die and you stay down, no redeploy. Anyone still standing can clear the wave, and everyone who is down comes back for the next one. The run only ends when every survivor is down at once. |
| Bot skill | Sets walker skill too, Recruit walkers are slower and weaker, Veteran walkers hit hard and move fast. |
| Speed | Walkers speed up through each wave, and every 10 waves they get another step faster. Late on they will outrun a tank, they can never outrun a gun truck. |
| Rocks | Walkers climb straight over rocks. Water and buildings still stop them. |
| Spawns | Mappers place Zombie Spawn points in the map editor. Maps without them fall back to walkers coming in over the nearest map edge. |
| XP | +20 per wave survived, +2 per walker. The wave bonus is the real reward, don't farm chaff. |
Round-based attack and defence, and every round you get one life. Attackers (blue) carry the charge; defenders (red) hold the sites. Stand on a bomb site to plant, hold it to detonate; a defender on the planted charge can defuse it before the fuse runs out. Win a round by detonating, defusing, or wiping the other team out entirely. First side to four rounds takes the match.
| One life | No redeploy inside a round. Die and you sit it out until the next round, when everyone comes back. |
| Bomb sites | Painted on the map and labelled A, B, C. Callouts in the feed name the site being planted. |
| Plant / defuse | Planting takes 3s on a site; defusing a planted charge takes 4s. Stepping off pauses your progress. |
| Win a round | Charge detonates (attackers), charge defused or the clock runs out (defenders), or one team is completely eliminated. |
| Vehicles | All of them, including aircraft, are in play. |
String kills together without dying and your vehicle earns escalating perks. The streak resets the moment you're destroyed, and it works the same for everyone, you and the bots alike, so a hot streak is always earned, never given.
| 3 kills: On a roll | +14% fire rate. |
| 5 kills: Rampage | +25% fire rate, +8% speed, 5% less damage taken. |
| 7 kills: Dominating | +39% fire rate, +12% speed, 12% less damage taken. |
| 10 kills: Unstoppable | +56% fire rate, +16% speed, 20% less damage taken. |
| 14 kills: Godlike | +79% fire rate, +20% speed, 28% less damage taken. |
| 20 kills: Legendary | +108% fire rate, +25% speed, 38% less damage taken. |
Killstreaks are a PvP feature and the host can switch them off in match settings; they're always off in the co-op modes (Zombies, Extraction). Team kills don't count toward a streak, and dying resets it. Hitting a new tier is called out in the match feed, and a badge on your HUD tracks your current streak.
There are four vehicle types, tank, gun truck, helo and plane, and seven variants of each, 28 in total. On the main menu, press and hold a vehicle (or right-click it) to choose which variant you'll spawn as. A tap still just selects the type. Your choices are saved.
| Unlocks | One every 10 levels, from level 10 up to level 250, a new vehicle twice as often as before. Nothing unlocks past level 250. |
| Never pay-to-win | Every variant is a sidegrade. Each gains something and gives something up, the Siege Tank has 385 HP but crawls; the Scout Buggy is the fastest thing on wheels with 98 HP. No variant is better than another across the board, and the level-1 default is never outclassed. |
| Fair fights | A new account and a level 9999 account are on even footing. Unlocks give you more options, not more power. |
| Hitboxes | Always the type's size, whatever the variant. What you see is what you hit. |
Build a map in the in-game editor, export the .json, and share it
on the Maps page. Anyone can download it and play it. You can also import a
.json straight from the main menu without opening the editor.
| Palette | Tools are grouped: Ground (incl. impassable mountains), Water, Road Materials (marked pavement, paved, gravel, sidewalk, runway, marked runway, rail, rail crossing, bridge, rail bridge), Built structures (incl. helipad), Town (hospital, church, police, fire hall, store, shop + apartments, motel, barn, school, gas station), Military, Props, Power, Signs, Spawns, Extraction (PVE) — four AI-spawn types plus an extraction point — and Objectives. |
| Objectives | Bases, flags and control zones live here, along with Bomb Sites for Sabotage, place one per site and they're auto-labelled A, B, C in order. |
| Pin the ground | Overlay tiles (forest, trench, rock, crops, rail, bridge, rail bridge...) normally borrow the ground colour around them. Hold-press the tile in the palette to pick the exact ground shown underneath; everything you then paint with it uses that ground. A little swatch on the palette button shows the current pick. |
| Bridges | A bridge or rail bridge spans deep water by default. Hold it in the palette to span shallow water or marsh instead. |
| Power lines | In the Power group, tap the pole tool and drop poles; a wire auto-connects each new pole to the last. Switching tools ends the run, so the next pole starts a fresh line. Ground vehicles drive under the wires, aircraft fly over; poles are solid, wires are not. |
| Rails | Rail track auto-connects to neighbouring rail, so it bends round 90° corners, forms T-junctions and crosses. Use a rail crossing where track meets a road, and a rail bridge to span water (deep, shallow or marsh). Plain runway has no centre markings; pick runway (marked) for the lined version. |
| Town buildings | The Town group adds a hospital, church, police station, fire hall, store, shop-with-apartments, motel, barn, school and gas station — each with its own roof marker. The old "Building" is now the Highrise. All are solid. |
| Signs | The Signs group has railway, stop, traffic-light and speed signs to dress your roads. They're decorative — vehicles pass through them. |
| Mountains | Mountains are impassable terrain — a hard barrier nothing on the ground can cross. |
| Fences & walls | Three linear barriers each connect to their own kind, turning 90° corners, T-junctions and crosses: wooden fence, chain-link fence and a concrete wall (military-base perimeter). Zombies can scramble over the fences but not the concrete wall. |
| Extraction spawns | In the Extraction (PVE) group, drop AI spawns set to tank, truck, heli or plane, one extraction point, and optional checkpoints. Del Spawn/Extract removes any of them. |
| Extraction rules | Extraction is one life for the squad — once you're down you stay down until a checkpoint is captured. Standing in a checkpoint uncontested for 15 seconds captures it, which revives the whole squad there and becomes your respawn point. |
| Spawns | Place blue and red team spawns for team modes; use the free spawn for Free-for-all. FFA only uses free spawns when you've placed them, so a map built for team modes can also host a fair FFA. |
| Mode tags | Tag a map with the modes it's built for when you upload. Tagged maps offer exactly their tags; an untagged map lets you pick any mode so you can test. Sabotage and Extraction need their objects placed (bomb sites; AI spawns + an extraction point) to actually play. |
| Official maps | The best community maps get added to the game itself. They show up in everyone's map list marked ◆, always credited to whoever built them, the map picker reads "created by <author>". |
| How one gets picked | An admin promotes it from the Maps page. Share a good map and it might end up in the game. |
| Credit | Your name stays on your map, in the map list, and on the Maps page. Promoting a map never changes its author. |
| Limits | 3MB per map, 20 maps per player. Uploading needs an account that owns the game and has a username. |
| Price | $3.99, one-time. No subscriptions, no ads. |
| How | Create an account, buy through secure Stripe checkout, and the game unlocks for that account. |
| Gifts | You can buy a copy for someone else on the Store, enter their email and it unlocks for them (instantly if they have an account, otherwise when they sign up). |
| Forgot password | Use the "Forgot your password?" link on the log-in page, we'll email you a reset link. |
| Devices | Purchase once, works on both computer and mobile. Log in with the same account on any device. |
| Multiplayer | Always verified against your account when you connect. |
Something broken, a payment problem, or someone behaving badly in a match? Email stonepillarsupport@gmail.com and we'll take a look. If you're reporting a player, include their username and roughly when it happened.