Drop in. Fight. No grind to play.
The ArmedRZ endpoint is reachable and exposes the retained custom runtime. A real client pass is still required before gameplay, progression or the staged modes are called launch-ready. Commerce is off.
The retained design never sells weapons, ammo, armor, cash, XP or levels. Planned paid items are cosmetic or convenience only. Nothing is currently offered for purchase because the storefront and fulfillment path are unproved.
Game modes
More than one way to fight
These modes exist in the retained runtime, but none is being advertised as player-accepted until a real client session passes.
Free-for-all
The intended default uses equal free loadouts, one hot zone and fast respawn. Connection, spawn, combat and persistence still need client acceptance.
Gun Game
A weapon-ladder round retained in the runtime. It remains staged until a multiplayer client test passes.
Zone Capture (KOTH)
A control-point mode retained in the runtime. It remains staged until capture state, scoring and persistence are tested in game.
Team Deathmatch
Server-assigned red versus blue, score to win, on a timer. Scoped and coming as the next rotating mode once a live player test is possible.
Hot zones
Eight real map locations on rotation
One zone is hot at a time and rotates on a timer, so the action keeps moving across the map.
Under the hood
Built lean, built fair
The retained custom runtime is reachable. The statements below describe its implementation posture, not a completed player acceptance test.
Server-authoritative design
The implementation is designed to validate kills, rewards, loadouts and economy server-side. It still requires adversarial and false-positive testing with real clients.
Free classes and loadouts
The retained selector models five free classes plus the zone default. Client acceptance must confirm every spawn receives the intended equal loadout.
Progression and prestige
The retained progression code models play-earned levels, titles and prestige without purchasable XP. Persistence and reconnect behavior remain unaccepted.
Crews and mastery
The retained runtime models crew tags, friendly-fire rules and play-earned camo unlocks. Multiplayer and persistence behavior remain unaccepted.
Contracts and season pass
The retained runtime models daily and weekly contracts plus a free season track. Anti-farming and reward behavior remain unaccepted with real clients.
Density-oriented design
Per-arena routing buckets are intended to reduce entity load. Capacity and combat feel are unproved until a real load/client pass.
Planned catalogue
No products are on sale
The prior Tebex address currently returns 404 and the delivery path has not been purchase-tested. These cards preserve the cosmetic-only product design without links, prices or checkout.
Bronze
Silver
Gold
RedZone
Fire
Plasma
Shadow
Neon
Season Premium Track
Priority Queue
500 RZ Coins
1,200 RZ Coins
2,600 RZ Coins
Commerce stays off until a real storefront exists, one exact low-cost delivery applies once, survives reconnect and can be reconciled or refunded.
Questions