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. Every paid item is cosmetic or convenience only. An Armed.Zone store and the in-game delivery path both exist, and the server polls that store for purchases, but the storefront itself is switched off at Tebex, so nothing can be bought right now.
Community Discord: discord.gg/xWdwAx2Hbf is the current working invite to the ArmedRZ community server.
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.
Catalogue
The store is built but switched off
An Armed.Zone webstore exists on Tebex carrying this catalogue priced in EUR, and the server runs a live delivery poller against it, so a purchase would be applied automatically. The storefront is currently disabled at Tebex and answers 'This webstore is currently unavailable', so no price, link or checkout is shown here until it is switched on and one controlled purchase is verified end to end.
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