TDM is a continuous two-team combat mode built around player and bot kills rather than a destructible core. Blue Team 1 and Red Team 2 each keep a permanent roster of six server-controlled ship bots, and human pilots join on top of those AI squads.
- Teams
- Blue Team 1 vs Red Team 2
- AI roster
- 6 combat bots per team, plus humans
- Enemy capacity
- 30 active combat enemies
- Base defenses
- 11 invulnerable turrets per team
- Spawn protection
- Up to 30 seconds inside the allied base
- Primary progress
- Gold and score from kills and neutral caches
Scoring and respawns
Destroying another pilot or server bot awards half of the victim's current gold to the killer. The same amount is added to score, and a player kill also grants XP. Server bots return after six seconds. A human respawns with 500 base gold plus 30 percent of carried gold, 25 gold per installed module, and half of each reset skill's purchase cost.
Base defenses and service stations
Each team base has 11 permanent defense positions spread from the top to the bottom of the map. The row alternates between gatling and missile turrets. These TDM base-defense structures are invulnerable, so they define a protected home zone rather than a siege objective. Eight allied service stations are distributed throughout each base for repairs, rearming, and ship editing.
TDM base and battlefield units
Live mini canvas: these units use the same appearance renderer as the game.
Human pilots receive 30 seconds of spawn protection, but in a team mode that protection remains valid only while the pilot stays inside the allied base boundary. This lets a newly spawned ship prepare and leave safely without turning protection into an offensive tool.
Neutral caches and containers
TDM fills the whole map with more neutral objectives than FFA. The server allows at least five active caches or containers, scaling to roughly 1.65 times the active player count. Spawn timing accelerates with population and is further reduced for TDM. Each spawn has a 32 percent chance to become a drifting container instead of a hex cache.
Hex caches reward the pilot who destroys them, while drifting containers release multiple loot boxes and tend to attract a larger team fight. Authenticated accounts may receive platinum from eligible cache rewards; when that award is unavailable, the server substitutes gold.
Comeback boss rule
TDM contains an anti-dominance event. When more than ten active pilots are present and every position in the top ten belongs to the same team for 14 continuous seconds, the server can spawn a neutral boss near the center. Depending on remaining enemy capacity, it chooses the Worm Boss, Ancient Mothership, or Aegis Revenant at a 1.35 strength multiplier.
After this event triggers, it has a 160-second cooldown. The boss is neutral and exists to disrupt a one-sided battlefield, so both teams must decide whether to fight it, use it as cover, or pressure opponents while they are distracted.
Possible TDM balance bosses
Live mini canvas: these units use the same appearance renderer as the game.
TDM strategy tips
Fight around neutral caches with teammates. A cache is useful income, but its real value is forcing the enemy to commit to a predictable location.
Do not chase a protected player deep into the enemy base. The defense turrets cannot be destroyed, and their coverage is meant to punish extended spawn camping.
Use service stations to change roles. A team with only fast attackers often needs a durable screen or long-range support ship once the frontline stabilizes.
If a balance boss appears, watch both the boss and the opposing leaderboard leaders. Damaging the boss while the dominant team farms your ships can make the score gap worse.