Help! I’m New Here

During our test phase, all keys have access to all items with very few restrictions. Check the FAQ entry (below) for each key type to get an idea of what is included in each, the restrictions etc.

Depending on your key type, some items may have to be obtained from the supply packs (supply, medical, weapon) packs scattered around the game world (planet, stations etc). Their locations are indicated by beacons. From these packs you can get medical kits, weapons, items (jetpack, wingsuit/wingchute etc). Check the assets dB for a list of all items in the game.

Note that due to our staggered release schedule, the best way to keep track of features and item unlocked for public testing, is via the changelog.

We also have test server to which we push builds for last minute open testing before pushing out the build as an official release.


First, read everything on this page.

Next, fire up the game. If you didn’t read or print the game docs below, you can still view them from the game launcher or in the game by pressing F4 (commands), F5 (manual), F6 (quick help).


About Line Of Defense
System Requirements
How does gameplay flow?
Starter Kits & Tactical Advancement Kits
Game Docs
Game FAQ
Game Assets dB
Game Media (shots, movies)


Tech Support
Known Issues
Discord Chat Server (channel invite)
Dev Blogs
Dev Roadmap


What is Line Of Defense?

Line Of Defense is a sci-fi multiplayer online game being developed for PC, XBox One, and PS4.

Combatants belonging to two (Galactic Command military and the opposing Insurgent paramilitary) military teams, wage a massive war in space and on planets (air, land, sea) in first person infantry mode, vehicles (ground and sea) and aircraft (air and space).

The game’s hybrid tech supports both dedicated server (standard massive multiplayer) as well as peer-to-peer (client hosts and plays) session hosting for PC and consoles. It supports a large number of players in a persistent, non-sharded, non-instanced, game world.

The technology supports both MMO (F2P or Buy-To-Play) via our Wide Span Global (WSG) network architecture; as well as session based multiplayer whereby players can host their own public or private servers with sessions listed via a server browser.

The game is designed and developed by the small indie team at 3000AD, Inc, the leader in high-end advanced sci-fi based games.

The game went into active development in 2010. In 2011, we started to build a new custom game engine powered by Havok Vision Engine (previously Trinigy Game Engine) and a variety of other middleware technologies. You can read more about that, and about the game’s visual style, in our dev blogs (1, 2, 3)

Several years later, in the continuation of our desire to not re-invent the wheel, we adopted Valve’s suite of Steam technologies while using it as our Closed Beta Test (CBT) backened.

The game has also spawned an RTS companion game, Line Of Defense Tactics, which is currently out on various platforms, including Xbox One (released Dec 2015).

There are also a series of comic books created in co-operation with DC Comics.

More Info


What are the system requirements?

These specs are subject to change at any time

You can check if your system can run the game by going to CanYouRunIt and performing the tests there.

You can also review the various videocard bencharks and info. Basically if your card came out before 2012, it’s probably not powerful enough for the game. Also, in some cases, mobile GPU and CPU components in laptops are generally not as powerful as their desktop components.

The following specs are for the game’s default resolution of 1280×720 (720p). If you intend on running the game at higher resolutions, be sure that your system can handle it.

We currently have no planned support for nVidia SLI or AMD Crossfire video card configurations.

Minimum Requirements

  • 64-Bit Windows 7 w/ all Service Packs
  • Intel Core i5-760 @ 2.8 GHz / AMD Phenom II X4 955 @ 3.2 GHz
  • 8GB RAM
  • nVidia GeForce GTX 460 / AMD Radeon HD 6850 or better
  • DirectX compatible sound card
  • Broadband internet connection
  • 15GB hard disk drive space

Recommended Requirements

  • 64-Bit Windows 8.1 or later w/ all Service Packs
  • Intel Core i7-3770 @ 3.4 GHz / AMD Phenom II X6 @ 3.0GHz
  • 8GB RAM or higher
  • nVidia GeForce GTX 760 / AMD Radeon HD 7950 or better

Optional Hardware Components

  • XBox 360 controller for Windows
  • Xbox One controller for Windows
  • DirectX compatible joystick

Required Runtime Components


Is there a monthly fee to play?


There is no monthly subscription fee.

The game was designed to support two (F2P, single-purchase) business models. Our original plan for the PC was for it to be F2P, while the console versions would be standard single-purchase.

In the case of either model, the Starter Kit is the base game.

The four optional Tactical Advancement Kits are similar to DLC.


Once you buy the game, you get a Starter Kit which contains some items. You can then play the game for as long as you like without having to buy anything else.

As you play, you will earn Combat Experience Points which you can use to purchase certain items.

If you later decide to buy anything, you can also buy a Tactical Advancement Kit which has some discounted items in a bundle.

Using in-game currency, you can also buy individual items from within the game’s cash shop interface via Supply Platforms located through the game world.

Below are the class of items which you can purchase in the game. See the online game dB for a full list.

  • Combat Experience Points
  • Combat Training Certificates
  • Standard inventory items (e.g. body armor, jetpack), neural implants
  • Weapons, weapon attachments, ammo, explosive ordnance, deployable units
  • Androids (as NPC companions)
  • Limited vanity items (e.g. colored body armor)

NOTE: You cannot buy vehicles or aircraft. They can only be obtained by purchasing CTC which gives access to them for a limited period of time.


The game’s currency, GALCOM Credits (GALCRED), can be purchased with real money.

GALCRED can then be used to purchase various game items.

The current exchange rate (subject to change) is 100 GALCRED = $1 USD.

Available purchase tiers:


500 $5.00
1000 $10.00
1500 $15.00
2000 $20.00
2500 $25.00
5000 $50.00


Is the game persistent?

Yes, depending on the server configuration.

Each game world located on a server is fully persistent with no instancing or sharding. As long as the server is up, the conflict continues 24-7 regardless of whether or not you are logged in.

When you log off, all your stats are saved and restored when you log back in at another time.


How many factions (sides) are there?

The battle is waged between the Terran Military forces of GALCOM (Galactic Command) and the Terran Insurgents, a para-military group.

Line Of Defense hails from an original IP that has thirteen alien nations and over twenty-three castes (Military, Insurgents etc) in a vast universe that spawned several game series (Battlecruiser 3000AD, Universal Combat, Galactic Command, All Aspects).

While some may shrug or frown at the only two factions, there is no empirical evidence or research to suggest that having any particular number makes a game any good or bad. Yes, we all like choices and having a choice is good. But in LOD, with two sides, each with four unique classes – which can cater to any type of character – there are even more possibilities than having more factions and less choice.

Depending on how the game is received, we will of course add other aliens and castes via add-on updates.

More info


How many players are supported?

The game’s hybrid tech supports both dedicated server (standard MMO) as well as peer-to-peer (client hosts and plays) session hosting for PC and consoles. It supports a large number of players in a persistent, non-sharded, non-instanced, game world.

The technology supports both MMO (F2P or Buy-To-Play) via our Wide Span Global (WSG) network architecture; as well as player hosted servers.


The game world is currently locked to support 256 players per scene. When a scene is full, access to it is prohibited.

There are currently a total of thirteen (4 planetary bases, 4 space regions, 4 stations, 1 carrier) scenes.

A full WSG server cluster can handle up to 3328 clients online at any given time. Once that number is reached, additional clients will be unable to connect, and must join another server.

Though the engine is capable of supporting a larger number (e.g. could be 2048 if we wanted) of clients, we picked 256 clients per scene based on the server config, as well as the need to keep performance in check. The novelty of 2000+ people fighting a battle on a single server, is just that – a novelty. It tends to wear off once the initial adrenaline rush is over and people are complaining about performance issues.


This option allows any player client to host a game for up to 64 players. During setup, sessions can be public or set to private with a password. The player can also setup which supported World Event will be running during the session.

Unlike a WSG dedicated server, for efficiency, player hosted servers can only demand load the scenes used in the World Event.


How does the gameplay flow?

The game is pure PvP (with some PvE in the form of world events) takes place in an open world persistent universe, and supports various game play modes documented in the game docs.

Players start off as an infantry marine for either the Terran Military (Galactic Command) or Terran Insurgents, with a choice of character class, weapons etc.

During the course of the game, players engage in various activities as infantry, with access to various air, land, sea, and space combat assets, including specific game modes called world events.

A typical scenario:

  • start as infantry combatant deployed to a planetary base (e.g. Heatwave)
  • fight some guys (or NPC androids in a world event)
  • grab a fighter or shuttle, do some aerial combat, jump to another planetary base (e.g. Frostbite)
  • exit craft, do some infantry combat, grab a fighter and go to space
  • do some space combat, dock at a station or carrier, exit the craft in infantry mode
  • do some infantry combat inside the station or carrier
  • use an HAIS-MK2 device to drop launch to the planet below via an airlock. your space craft is still docked at the station or carrier
  • back on the planet, do what the hell you want, grab a vehicle, do some mayhem etc
  • use a DJP to go from one planetary scene to the other, then jetpack to the top of a building and snipe fools from atop
  • jetpack off the building and onto an airborne aircraft, wait for it to gain altitude, then do wingsuit drop behind enemy lines
  • use a DJP to go from the planet, back to the station/carrier, go to the airlock, board your fighter, join the battle


What are Starter Kits?

The Starter kit (SK) is the base game tier sold for $9.99 during our test cycle; and sometimes given away free to approved testers. It has various restrictions not present in the Tactical Advancement Kit (TAK).

For example, you can only deploy from deck 1 of the GCV-Starguard carrier. Terran Military deploy in the Commander’s Quarters & Officers Quarters, and Terran Insurgent deploy in the Guest Quarters.

During gameplay, you can also seek out free items (e.g. jetpack, wingsuit/wingchute), ammo etc spawned at random from the various packs (Portable Supply Pack, Portable Weapon Pack, Portable Medical Pack) scattered around the environment (marked by light beacons).

Until account and feature restrictions are implemented, there will be no CTC restrictions on item usage. So for example, if you have a Starter Kit (it does not come with a jetpack), you can seek out a jetpack, wingsuit/wingchute, weapons etc in the various packs above and be able to use them.


  • 2 character classes (Assault Force Marine or Insurgent Infantry)
  • 1 character slot
  • 1 primary loadout slot + 1 custom loadout slot
  • Can only deploy from the Starguard carrier
  • No leaderboard stats tracking
  • Combat Experience Point capped
  • Can only requisition one random asset per class at supply platform
  • Cannot requisition androids (e.g. to join Fireteam or squad) at supply platform
  • Cannot create fireteam
  • Cannot create squad
  • Cannot create Forward Operating Base

Each faction based Starter kit comes with the following items.

Soldier Enlistment Kit (SEK)

  • M117 rifle
  • SP911 pistol
  • MAG_P3 x3
  • MAG_AR1 x3
  • MEDKIT25 x1
  • CTC: Basic Weapons Proficiency
  • CTC: Light Weapons Training

Battle Survival Gear (BSG)

  • XN32 rifle
  • M310 pistol
  • MAG_P1 x2
  • MAG_AR2 x2
  • MAG_AR4 x2
  • MEDKIT25 x1
  • CTC: Basic Weapons Training
  • CTC: Light Weapons Proficiency

Check the online dB for a description & stats of each item


What are Tactical Advancement Kits?

A Tactical Advancement Kit is a form of optional DLC which you can buy to augment the base Starter Kit.

In addition to having several benefits, a TAK tier also comes bundled with various items. You can buy any TAK level you want. e.g. If you have TAK LIV, you could still buy TAK L1 if you wanted the M117 assault rifle. These are items you can also find in the game world for pickup.

During gameplay, you can also seek out items (e.g. jetpack, wingsuit/wingchute), ammo etc spawned at random from the various packs (Portable Supply Pack, Portable Weapon Pack, Portable Medical Pack) scattered around the environment (marked by light beacons).

Until account and feature restrictions are implemented, there will be no CTC restrictions on item usage. So for example, if you have a Starter Kit (it does not come with a jetpack), you can seek out a jetpack, wingsuit/wingchute, weapons etc in the various packs above and be able to use them.


  • 10 (4 male, 2 female) characters
  • Character slots (2, 4, 6, 8) based on TAK tier
  • Primary loadout slots (1, 2, 3, 4) based on TAK tier + custom loadout slots (2, 4, 6, 8) based on TAK tier
  • Can deploy from any scene (station, carrier, planet)
  • Leaderboard stats tracking
  • No Combat Experience Point cap
  • Can requisition all allowable assets (air/space craft, vehicles etc) at supply platform
  • Can requisition androids (e.g. to join Fireteam or squad) at supply platform
  • Can create fireteam
  • Can create squad
  • Can create Forward Operating Base


TAK LEVEL IV ($59.99)

  • SP911 pistol
  • TL22 assault rifle
  • GLE22 grenade launcher
  • Energy Lance CL2
  • Wristlaser CL1
  • AMMO: MAG_P3 x4, MAG_AR2 x4, MAG_AR4 x4
  • WLAPG grenade x2
  • Flash grenade x2
  • Plasma grenade x2
  • Zoom Scope 1 attachment
  • Night Optics 2 attachment
  • Wingsuit/Wingchute
  • Armor CL4
  • Jetpack MK2
  • Portable Shield Unit
  • MEDKIT25 x2
  • MEDKIT40 x2
  • CTC: Basic Weapons Proficiency
  • CTC: Light Weapons Training
  • CTC: Advanced Weapons Training
  • CTC: Beam Weapons Training
  • CTC: Item Training
  • CTC: Wingsuit Training
  • CTC: Jetpack Training
  • CTC: Ground Vehicle Training
  • CTC: Ground Vehicle Proficiency
  • CTC: Ground Vehicle Expertise
  • CTC: MICE Class License
  • CTC: Light Fighter Class License
  • CTC: Medium Fighter Class License
  • CTC: Heavy Fighter Class License
  • CTC: Super Fighter Class License
  • CTC: Class A Gunship License

TAK LEVEL III ($39.99)

  • SCAT2 pistol
  • MK330 machine gun
  • Energy Lance CL1
  • AMMO: MAG_P2 x4, MAG_P4 x3, MAG_MG1 x4
  • APG grenade x2
  • Flash grenade x2
  • Smoke grenade x2
  • Laser Marker 1 attachment
  • Armor CL3
  • Jetpack MK2
  • Portable Cloaking Unit
  • MEDKIT40 x1
  • CTC: Basic Weapons Proficiency
  • CTC: Heavy Weapons Training
  • CTC: Beam Weapons Training
  • CTC: Jetpack Training
  • CTC: Ground Vehicle Expertise
  • CTC: Heavy Fighter Class License

TAK LEVEL II ($29.99)

  • HK900 shotgun
  • DTR4A sniper rifle
  • Combat Knife Type 01
  • AMMO: MAG_SS2 x3, MAG_SR2 x3
  • Proximity grenade x2
  • Armor CL2
  • Jetpack MK1
  • MEDKIT25 x2
  • CTC: Medium Weapons Training
  • CTC: Sniper Weapons Training
  • CTC: Jetpack Training
  • CTC: Ground Vehicle Proficiency
  • CTC: Medium Fighter Class License

TAK LEVEL I ($19.99)

  • SCAT1 pistol
  • FG45 assault rifle
  • AMMO: MAG_P1 x3, MAG_P4 x2, MAG_AR1 x3
  • Armor CL1
  • Jetpack MK1
  • MEDKIT25 x1
  • CTC: Basic Weapons Training
  • CTC: Light Weapons Training
  • CTC: Jetpack Training
  • CTC: Ground Vehicle Training
  • CTC: Light Fighter Class License

NOTE: During our testing cycle, buying a tier which includes a TAK does not immediately guarantee access to the items not already implemented or unlocked in the game. For example, if you buy a TAK LEVEL IV and the GLE22 grenade launcher has not yet been unlocked, you won’t be able to use it until it is unlocked later on during development.

Check the online dB for a description & stats of each item


What are CEP and CTC?

Combat Experience Points (CEP)

  • Gained through gameplay or purchased (using GALCRED) in bulk
  • Lost for various illegal actions such as killing other friendly players, destroying friendly units etc
  • Are awarded for performing various in-game actions such as killing the enemy, healing a fellow team mate, destroying or hacking enemy assets, completing a world event etc
  • Can be used to unlock various ranks/decorations
  • Can be used to obtain Combat Training Certificates (CTC)

Combat Training Certificates (CTC)

  • CTC implants are consumables (like ammo) which wear off based on time or usage. Others are permanent. All CTC included in a TAK tier are permanent.
  • Gained through gameplay (e.g. in supply packs spawned in the game world) or purchased individually.
  • Usage requires injection via an implant injector. Once activated, they give various abilities.
  • Can be acquired but not activated until needed
  • Can only have a certain (e.g. 4) number active at any one time

Example of CTC usage:

To be able to fly light fighters and drive certain ground vehicles, you need Light Fighter Class License (+260) and Ground Vehicle Training (+225) for a total of 485 CEP.

So if you have 500 CEP, and activate both of the above, then 485 is deducted from your total.

List of CTC and CEP awards (updated regularly)


What is the control scheme like?

The game is targeted for quick “jump in, jump out” engagements. So we made the control schemes as simple as possible and modeled after various gaming standards.

This means that mouse and WASD keyboard commands are  used. We also have optional support for joysticks and the Xbox360 and XboxOne controllers.

The scheme allows you to seamlessly control your infantry character as well as vehicles and aircraft with very little variations. So going from infantry to vehicle or aircraft is not very different.

Game Docs


How is the game world divided?

LOD World Map
Click for larger version

The game takes place across two Terran Quadrant star systems, Sirius and Barnard’s Star, located in a small section of the larger persistent universe that our previous Battlecruiser and Universal Combat games took place in.

These regions in Line Of Defense are also smaller in this game due to performance and gameplay considerations. To get an idea of the massive scope and scale of the universe feature in the IP, download the Universal Combat CE 2.0 game that is currently free on Steam.

Our ultimate goal with the game’s design is to expand it to other areas via DLC, until the game features the complete universe, albeit with the same small space and planetary sizes.

This first release of the game features the following regions, of which only the Lyrius planet – where the conflict takes place – is terraformed. The other planets and moons will be terraformed in future DLC updates, thus expanding the gameplay areas progressively.

4 space regions
4 planets (one with four bases. Heatwave, Gulge, Nightbridge, Frostbite)
7 moons
4 stations
1 Engstrom class carrier (GCV-Starguard with three decks)

The game docs contains internal layout schematics for all the stations, and the carrier.

Due to the significant size of the game world, as well as the design, the need for control over server population, performance considerations etc, there is no seamless space planet transition. Instead, going from planet to space, and vice versa, is done via jump gates. When players jump from one region to the other via a jump gate, the target scene is then loaded.


There are four space regions each containing a planet, moon or both, primary station and theme. Each space region is roughly 4,500 sq. km, with a buffer zone around it. When you reach that buffer zone, the ship starts to degrade, until destroyed if you don’t turn back.

Each planet and moon is built to support multiple regions. In the initial game release, only the Lyrius planet can be entered. The other planets and moons cannot be entered as they have not been terraformed.

The four space regions are linked together by jumpgates each of which has a single target destination.

Stations are linked to starbases on the planet via Dynamic Jump Pads. For example you can use the DJP on the HEATWAVE starbase on the planet to go to the ARKANGEL station in space and vice versa.

You can dock a fighter or shuttle with a station or carrier, exit the craft, then walk through the installation in fps mode. From within the installation, you can use t-shafts to move from deck to deck or use a DJP to go to another station or starbase. You can also use an HAIS MK2 to enter the planet below.

Contains 1 planet (LYRIUS) and 2 moons (PRIMUS, VERAN)
Linked to LENNEN

The region also has the GCV-STARGUARD, the last surviving Galactic Command craft from the GALCOM, Insurgent conflict in Lyrius. It is currently unmanned and in orbit above the planet.

Contains 1 planet (LENNEN) and 1 moon (ECLIPSE)
Linked to LYRIUS and SYGAN

SYGAN (TEMPLAR station):
Contains 1 planet (LENNEN) and 2 moons (OMARIS, STIGLER)
Linked to ZILON and LENNEN

Contains 1 planet (LENNEN) and 2 moons (WAYWARD, BLOOM)
Linked to SYGAN


There are a number of regions on the Lyrius planet, each containing a primary starbase and unique theme. Each region is roughly 256 sq. km, with a buffer zone around it. When you reach that buffer zone, the ship starts to degrade, until destroyed if you don’t turn back.

The game world supports dynamic Time Of Day (TOD) where each full day to night transition on Lyrius planet spans 3 hrs of real-time.

The four starbase regions on Lyrius are linked together by Dynamic Jump Pads and jumpgates. Each of which has one or more target destinations in another space or planetary region or station.

In infantry mode, you can use a DJP to go from one starbase region to another or to a station or carrier in orbit around the planets. You can also use a jumpgate to fly between starbase regions or to space.

STARBASE01 (HEATWAVE starbase):  (Desert Climate Zone, DCZ)
Standard starbase
Linked to ARKANGEL station

STARBASE02 (NIGHTBRIDGE starbase):  (Moderate Climate Zone, MCZ)
Standard starbase within an abandoned city
Linked to HEATWAVE and GULGE
Linked to ARKANGEL station

STARBASE03 (FROSTBITE starbase):  (Artic Climate Zone, ACZ)
Standard starbase
Linked to HEATWAVE and GULGE
Linked to ARKANGEL station

STARBASE04 (GULGE starbase):  (Hot Climate Zone, HCZ)
Standard starbase
Linked to ARKANGEL station


  • As infantry on the planet, you can use a Dynamic Jump Pad to go from any Lyrius base to another or to one of the four stations or the GCV-Starguard carrier – and vice versa.
  • As infantry on the planet with a vehicle, you can use a shuttle or heavy gunship to load your vehicle in, then deploy it in another Lyrius base using a jumpgate.
  • As a pilot on the planet, you can use a jumpgate to go from any Lyrius base to another base or to one of the four space regions – and vice versa.
  • As infantry inside a station or carrier, you can use turbo shafts (T-Shaft) to go from one area to another.
  • As infantry inside a station or carrier, you can requisition a fighter or shuttle, launch into space; then use a jump gate to travel between space and planetary regions.
  • As a pilot in space, you can dock with any of the four stations or carrier, exit in infantry fps mode and move around inside.
  • As infantry with an HAIS-MK2 suit (found inside the station and carrier above Lyrius planet), you can use the airlock to do an orbital drop to any base on the Lyrius planet below.


There is no seamless space<--->planetary transition. For an explanation, please see this blog post.

Basically, if we allowed all the scenes to be cohesively connected, among other things, there would be insurmountable challenges to making the game perform as expected. These include performance, scene loading, there would be no way to properly handle client population control (critical to the performance and handling of the game world) given its size and scope. Note that all the scenes, including the planetary bases, are hand-crafted and themed. So they do not benefit from procedural generation.

The game docs has more details on how to get around in the game world. The In Pursuit Of Awesomeness dev blog entry also gives an insight to the engines used to make all this happen.


How do I get to other regions?

On a planet, while moving around on foot as infantry, you can use a Dynamic Jump Pad to move from one planetary base to another. Some DJPs also link to a station or carrier in space.

On a planet, if you are flying around in an aircraft, you can also use a jumpgate to move from one planetary base to another, or to space.

In space, if you are in a space craft, you can use a jumpgate to go to another space or planetary region. You can also dock with a station or carrier.

You can also use a High Altitude Insertion Suit MK1 to jump from one planet location to another.

The High Altitude Insertion Suit MK2 allows you to launch from a station (Arkangel) or carrier (GCV-Starguard) docking bay to the planet (Lyrius) surface below.

More info: How is the game world divided FAQ entry.


What are World Events?

As described, the game is primarily PvP, with no PvE elements or features such as quests or similar.

A world event – which is basically a game mode – can be active depending on the server config. These events run on top of the game play rules such that you can still gain CEP, rank, medals/ribbons etc.

At the end of some engagements, players gain additional CEP, in addition to what is already gained from being involved (e.g. killing other hostile players).


This is the default PvP game mode. The AI controlled planetary defense systems, station and carrier turret systems, the Orbital Defense Systems around the planet, and sentry androids are all disabled and cannot be activated by players.

As the player stats (kills, CEP, rank, medals/ribbons) are character specific and persistent, they are reflected in this and any specific world event played.

Engage enemy combatantsN/AN/AN/A


The GCV-Starguard carrier has a detention hold where prisoners are held.

Hitting someone with a Hostile Incarceration Dart (HID) fired from a TKR9 weapon, instantly teleports them to this detention hold.

The captive can only come out after a five minute stay, or if someone with the Advanced Programming Spec II CTC, hacks into the terminal outside the door and disables the force-field.

To lower the force-field, use the terminal near the detention hold by pressing and holding F until the operation is complete.

Engage and send enemy combatants to the detention holdTeam with most pointsExtra CEP for winning team membersServer Config (mins)


The planetary defense systems, station and carrier turret systems, and the Orbital Defense Systems around the planet, are in STANDBY mode by default.

To change the operating mode, use the terminal inside the starbase, station or carrier, and set “Defense Systems” from STANDBY to your team (GALCOM|INSURGENT).

Once set, all defense systems in that scene will engage enemy combatants.

Enable defense systems. Engage enemy combatantsTeam with most pointsExtra CEP for winning team members, and for team member who enables/disables defense systems each timeServer Config (mins)


The sentry androids on the planetary bases, and inside station and carrier, are in STANDBY mode by default.

To change the operating mode, use the terminal inside the starbase, station or carrier, and set “Sentries” from STANDBY to your team (GALCOM|INSURGENT).

Once set, all sentry androids in that scene will engage enemy combatants.

Enable sentry androids. Engage enemy combatantsTeam with most pointsExtra CEP for winning team members, and for team member who enables/disables androids each timeServer Config (mins)


Each planetary, station, or carrier base has three terminals which are used to program a key building.

On the planetary base, the terminal is located inside or near the main starbase (Heatwave, Frostbite, Gulge, Nightbridge), C&C, and COMMS buildings. In a station (Arkangel, Overwatch, Templar, Vanguard) or carrier, the terminal is located on one of the decks.

To change the operating mode, use the terminal and set it from STANDBY to your team (GALCOM|INSURGENT). After which the 60 second timer for that terminal begins.

Once the timer starts, for each enemy combatant that is within 25m of the terminal, the timer counts down 30% faster. Similarly for each friendly combatant within this range, the timer counts up 30% faster. Once the timer elapses, the terminal is secured.

When all (3 per base) terminals are secured, the base is captured.

Engage enemy combatants. Capture a base by activating all terminalsTeam with most pointsExtra CEP for winning team members, and for team members who were near a terminal when securedServer Config (mins)


What types of player assets are there?


There are various assets (vehicles, air/space craft etc) in the game

  • weapons (machine guns, combat and sniper rifles, pistols, automated turrets, rocket launchers etc). Most weapons have a variety of customization such as scopes, ammo etc
  • various inventory items (e.g. body armor, motion detectors, portable turrets, scopes etc)
  • aircraft (various fighter classes, gunships and shuttles), naval units (small transports)
  • vehicles (ranging from fast and nimble hover bikes to massive tanks)
  • defense and offense units (e.g. SAMS, turrets, cannons)
  • special units (shields, radar, jammers etc)
  • various mech-type battle suits etc.


Various vehicles, aircrafts and gunships can support more than one player. Some have positions for the pilot/driver, gunner(s) and/or passengers.

Also there are some massive gunships and vehicles capable of transporting up to 16 players at a time.

All aircraft and vehicles are created at supply platforms located on the planet (near launch pads) and inside stations and carriers. Depending on your account (Starter Kit or TAK) and certification, you can create the one you want.

After creating a multi-user asset that has been launched, others can join by selecting an available seat (gunner, passenger).

Others wishing to join a multi-user asset during the creation stage, must do so at the supply platform. As an example:

For more info, see Quick Help page 11 either in-game or online.


Players cannot own assets.

However, if you have a Tactical Advancement Kit tier, you can purchase an “asset lock key”, which allows you to create any asset (vehicle, aircraft, defense system etc) that you want; and be able to spawn and use that asset at any time.

For example, if there is a fighter that you like, you can create it as long as you have the required CTC and an “asset lock key”.


Where are the game docs?

The game commands (F4), manual (F5) and quick help (F6) are accessible from within the game.

They are also available in the game’s launcher interface menu, and also available online for viewing online or printing.

The maps for the interiors of stations and the carrier, are also available online.


Will I be able to customize my character?


You can only customize your class.

You will be able to buy one of four (Red, Yellow, Green, Blue) different color schemes for your player’s armor and which you can switch to any time in real-time.


How are character stats tracked?

The game allows a fixed number of characters per server.

When you die, you will spawn at the nearest friendly base and with most of your stuff; though you will lose some random stuff (e.g. weapon, ammo etc) that is on your character at the time of death.

If your alliance has its own Forward Operating Base (FOB), you can spawn there as well.

If you are part of a fireteam that has an FOB, you can spawn there too.

During gameplay, your character’s important attributes are monitored & tracked. Location based damage is also featured. This means that specific body parts such as head, legs, arms, torso when damaged, will impair their use. For example, if you get shot in the leg, you won’t be able to walk or run fast. Head shots are always lethal, regardless of shield, armor or the condition of any other body part.


This monitors your health. If you take injury such as during combat or the environment (e.g. you fall from a tall building, you drown), your LF will go down. If it ever gets to zero, you will die.

If your LF goes down to 50, this will affect your movement speed and ability; and if it goes down to 25 or less, your vision will be impaired.

If you are injured, you can find a safe place and remain there while your LF gradually increases as you self-heal.

Using a MedKit will cure your injury and increase your LF.


This monitors your fatigue and directly affects your health. If you perform strenuous actions (walk, run, swim, sprint, drive etc) consistently, your FF will increase and eventually will start affecting your LF which will start to go down.

Since all items in the game have weight, the more stuff you are carrying, the more this will affect your FF as well as your movement speeds.

Sprinting has a rapid effect on your FF. Between 0% and 90% fatigue, you can sprint for 20 seconds (scaled by total carrying weight) before reaching 90% Fatigue Factor.

In order to reduce your FF, you should stop all movement and rest for a bit and it will gradually go down.

Using a MedKit will reduce your FF.


These are tracked as you perform certain actions during your gaming session.


These are tracked as you perform these actions during your gaming session.


How is character progression handled?

Character progression is handled in various ways:

  • Combat Kills:You accumulate these based on combat actions against the enemy.
  • Combat Experience Points:Through various combat actions (e.g. kills), you gain CEP.
  • Ranks:The accumulation of CEP awards you various combat ranks and decorations (medals, ribbons). These are also dynamic; in that depending on your CEP count, you can lose rank and decorations over time.
  • Combat Training Certificates: These are used to improve certain character attributes and skills.

The combination of CEP and CTC is critical to character progression and the combination allows you to build up your character class as you see fit. You can chose to be a stealth player (sniper) whose sole purpose is to aggravate the forces behind enemy lines, while sneaking around and hacking into base units. Or you can choose to be heavy infantry guy with various weapons of mass destruction.

More info: What are CEP and CTC


What actions can my character perform?

Your character can perform various basic physical actions including the ability to crouch, go prone, swim, sprint etc.

The action speeds are character and stance related. For example, the Assault Force Marine runs at 9 m/s with default carry weight, while the Insurgent Sniper runs at 10.5 m/s.

Each stance has a different speed associated with it. e.g. the Assault Force Marine walk is 3.3 m/s, running is 9 m/s, crouch walk is 2.4 m/s, prone walk is 1.5 m/s, swimming is 4.5 m/s. The character can also sprint at 4x the run speed.

Jumping is based on the previous velocity plus 8.8 m/s upward velocity.

All movement speeds are further affected by the amount of items being carried because weight is also modeled.

Also supported are various gestures such as salute, point etc.

With certain implants some actions can be improved beyond human capabilities. e.g you can run sprint faster if you have the BIO-QUICK implant.

NOTE: The game supports location based damage. This means that head shots are 100% lethal, injury to body (arms, legs, torso) will impair movement actions etc


How many items can I carry?

Right off the bat, we’re not doing a game whereby you can just pull a weapon or vehicle out of nowhere. So whatever item you have is either visible or has a plausible explanation as to why it is not visible.

By default you can carry one primary weapon, one secondary weapon and as much ammo and inventory items as your character allows. If you have a backpack or weapons pack, you can carry additional items depending on their capacity.

Similarly, your character can only attach certain items to key points. e.g. if you have a backpack or weapons pack attached to your back, you can’t have a jetpack or wingsuit, since those attach to the back as well.


What are Commander Perks

As part of the game’s release on Steam Early Access, which contains a wealth of benefits from the Tactical Advancement Kits, those who purchase the game during the limited time Early Access period will also get a choice of four Commander Perks (see below) based on the Early Access tier (Commander, Ambassador, Emissary) purchased.

Some items (Jetpack MK1B, TAB MX1B, Portable Supply Pack, Special Ops ribbon) in the bundles are also not available for sale in the game and thus are unique to Early Access participants.

Airborne Ops (pilot class)

  • JETPACK MK1B. Not available for purchase. A variation of the JETPACK-MK1 with a unique texture scheme
  • Wingsuit Training CTC
  • Jetpack Training CTC

Tactical Assault Ops (heavy class)

  • TAB MX1B. Not available for purchase. A variation of the TABMX1 with a unique texture scheme
  • Ground Vehicle Training CTC
  • HAV Class License CTC

Tactical Support Ops (support class)

  • Portable Supply Pack. Using Tactical Info Pad allows the player to create a supply drop once a day and at a chosen location. This drop contains various supplies and disappears after a period of time.
  • Item Training CTC
  • Item Proficiency CTC

Special Ops (sniper class)

  • WINGSUIT-SC / WINGCHUTE-SC. A variation of the standard wingsuit / wingchute combo with a unique texture and smoke flares which emit when wingsuit is deployed.
  • PL12 sniper rifle
  • MAG_SR3 x2 sniper rifle ammo mag
  • NV Scope SR 2 sniper rifle attachment
  • Sniper Weapons Proficiency CTC


How can I get early access?

We are conducting a closed beta test via Steam’s Early Access program in order to make the game available to the general public for ongoing testing and tweaking leading up to the final release.

During the CBT period, you can only access the game with either a Starter Kit or one of the Tactical Advancement Kit tiers.

From time to time, we also give away free keys via social media as well as through our Closed Beta Test sign-up page.

Why Early Access?

The game has been in development by a small team since it went into development back in 2010. It is fully self-funded by our small studio. As such, we don’t have the benefit of the team size required to playtest a game of this scope; an MMO no less.

Further, we simply do not have the resources required to host servers for everybody and thus make it a PBT (Public Beta Test).

So, we decided to use a combination of Steam’s backend services as well as our own custom ones, to host and deploy the game to a select group of people who are interested in helping us make the game the best that it can be.

You – in the targeted select group – are probably interested in this sort of game, especially now that you have the chance to shape the final stages of such a massive game, rather than just running around and shooting things.

How long will this game be in Early Access?

It’s ready when it’s ready. Right now it ain’t ready.

Like you, we love Valve, so what other way to honor their awesomeness than to officially support Valve Time?

We’re looking to run the Early Access program until we determine when the game is ready to be flagged as ready for final release. Remember, Early Access games, by Valve’s own EA guidelines, don’t need a release date. It’s up to the developer to determine that.

Of course, this being game development, delays can and most likely will happen. However, we’ll keep you informed every step of the way. Besides, with regular updates, you probably won’t even care when the final version is released since you will be part of the on-going development process and thus have access to our builds. Remember, the game is not just going into development; it has been in development for over four years now and we’re just racing through that last mile.

How is the full version planned to differ from the Early Access version?

Aside from bug fixes and playtesting tweaks and improvements, the core gameplay, world, assets (items, weapons etc) etc will remain relatively unchanged since the game is in early Beta now and is content complete, feature locked etc.

So in all respects, the full version will just be a polished version of the EA version and with all features, levels, weapons, inventory items etc enabled and fully functional.

Once the game is completed, we will decide whether or not it is suited for full F2P. If so, then everyone can join for free and be given a free Starter Kit.

You also have the option to buy a Tactical Advancement Kit tier at any time.

Regardless of whether or not it ends up being F2P, the game will NOT have a monthly subscription.

What is the current state of the Early Access version?

An early Beta of the full game which will be “stagger” released in order to facilitate focused testing.

A staggered release is one in which not the entire world, features, items etc are enabled. Instead, depending on what we need tested, those aspects will be enabled in subsequent builds.

For example, the first Early Access Build (internal: EAB01) unlocks one planetary scene (Heatwave) and all three decks of the GCV-Starguard carrier. Since this is a world testing build, no weapons, vehicles, aircrafts, inventory items etc are player usable. You will be able to explore both of these massive areas and carry out various actions. So we would be looking for feedback such as player movement speed, found a hole in the game world, I went swimming – and drowned, I moved from Starguard deck 1 to deck 2 and the game froze etc

Then with EAB02 and subsequent builds, we will fix bugs, make tweaks and suggestions based on feedback from EAB01, enable new scenes, features, enable weapon classes, items etc.

Rinse. Repeat.

By the end of the Early Access period, we hope to have covered all aspects of the game, the world, fixed bugs (fatal and otherwise), tweaked weapons and items, tweaked flight and vehicular dynamics etc.

Doing it this way allows us to “focus test” each aspect of such a massive game, rather than unlocking everything at once and then not getting quality feedback because everyone is running around with weapons of mass destruction and waiting for someone else to do the play testing. 🙂

Will the game be priced differently during and after Early Access?

  • For a limited time (Sept 2014 – Mar 2015), we are offering three special Early Access tiers (Ambassador, Commander, Emissary) which contain a Tactical Advancement Kit, commander perk, free games and physical goods.

    Once the limited time period expires, access to the game while in Early Access can be achieved in one of two ways: 1) a free Starter Kit key which we give away periodically via our Closed Beta Test site or 2) by purchasing either of the game’s Tactical Advancement Kit tiers.

  • For testing purposes, some (e.g. weapons, inventory items, vehicles, aircraft etc) items available during the Early Access will be made available for free and available via Combat Experience Points (CEP) accumulation, free server loot drops etc.

    When the in-game cash shop is enabled, anything that you purchase there will be yours to keep.

  • Aside from all the items which you will receive when you purchase an Early Access tier or which you will be able to buy once the in-game shop is enabled, everything else accumulated during this phase for testing purposes will be removed and reset in the full version of the game. Similarly, all consumables (ammo, grenades, energy cells) used up will not be replenished and their counts will remain unaffected.

    Examples of what happens to your stuff after Early Access period is over and the final version is released:

    If you got a machine gun as part of your Early Access tier purchase, you get to keep it.

    If you bought a sniper rifle and ammo in the cash shop, you get to keep them (aside from whatever ammo you used up).

    If you gained or purchased Combat Experience Points and Combat Training Certificates, you get to keep them.

    If you have in-game currency (GALCREDS) in your account, you get to keep them.

    If you got a free item (e.g. jetpack, vehicle, aircraft etc) for testing purposes – and which you didn’t purchase or got via an Early Access tier, it will be removed.

How are you planning on involving the Community in your development process?

Throughout his game development history, over twenty-five years now, Derek Smart has always valued the feedback from gamers who play his games; whether they like them or not. This is what shaped the future of all the games released by 3000AD since 1996. So rest assured, this game will be no different. In fact, we will be setting up a roadmap website where everyone can pitch in and vote on issues which can help make the game even better for everyone.

This new game is no different in terms of community involvement and feedback. However, this is our first foray into the world of massive scale MMO game development.

While our previous niche games have been massive, they were not designed to support so many players nor MMO gameplay. As a result of this, now more than ever, we need community involvement to help us test, tweak and fine tune this game so that we can make it the best that it can be for all those who play and will play it in the years to come.

This is a very complex multiplayer game that features a very large and detailed game world. As such, it is going to take a LOT of people a LOT of time to help us get it where it needs to be.

In addition to the game’s Steam discussion forums, our own discussion forums as well as a dedicated issue tracking website, we hope that you will participate in constructive feedback with us as we work hard on the game’s completion.

Will there been an open public beta test?

There are currently no plans to have a public beta test.


What are Fireteams & Squads


A fireteam is a group of up to 8 players from the same side and working as a team. They are the equivalent of player guilds. They can also contain AI controlled Androids.

The person creating the fireteam becomes the leader and with the ability to setup map waypoints with specific orders for each member or the entire fireteam.

Groups that want to create larger fireteams can do so by creating several 8 player fireteams and giving them different named designations. e.g. Fireteam Alpha, Fireteam Bravo, Fireteam Charlie etc.

Also, only the leader of a fireteam will be able to build bases once that feature is implemented in a future update.

The following CTC are required to create a fireteam.

  • Advanced Programming Spec III
  • Advanced Tactical Specialist
  • Tactical Insertion Protocol

There is no CTC requirement to join a fireteam. You need 1000 GALCRED to create a fireteam, and at least 500 CEP to join a fireteam.


A squad is a team of up to 4 players from the same side and working as a team. They can only contain human players.

The person creating the squad becomes the leader.

Squad leaders cannot set waypoints or give orders to the team.

The following CTC are required to create a squad.

  • Advanced Programming Spec I
  • Tactical Insertion Protocol

There is no CTC requirement to join a squad. You need 500 GALCRED to create a squad and at least 250 CEP to join a squad.


An FOB is created when a Mobile Forward Base vehicle is spawned into the planetary scene by the leader of a Fireteam. It can then be used by the Fireteam members as healing/repair stations, supply platform, and troop spawn point.


What are the key base installations?

Each base has a series of special installations which it requires for continued operation. These installations operate only within the confines of that base. So for example, if the Area Defense Shield at one base goes down, it has no effect on the same unit at another base.


Protects the central area of the base from launched missiles which are jammed and self-destruct when fired.


Produces assets (vehicles, aircraft etc) for use by players.

Regenerates certain base assets (e.g. defense systems) at certain intervals after being destroyed.


Protects the central area of the base from launched missiles which are destroyed by the shield when fired.


Regenerates player health, fatigue and armor at a certain rate as long as you are inside the building. The longer you are inside the building, the higher these values will be regenerated.


This unit is responsible for the status certain base units (ADJ, ADS, ARC, COMMS, EWR, LAUNCHPAD, DEFENSE SYSTEMS). There is a Tacops console from which these units can be activated/deactivated.


Provides access to global communications. If this unit is offline, then communication is restricted to only players within the current base. e.g. if the comms unit in Heatwave is down, you can’t communicate with anyone outside of Heatwave.

It also provides the map overlay used in assets and inventory items (e.g. Tactical Info Pad). Without this, those maps will only display static.


This is a base wide early warning system which sounds an alarm when hostile units are first detected within a certain proximity of the following units.


Can automatically repair and rearm vehicles which are inside or nearby. The longer you are inside or near the building, the higher these values will be regenerated.

Provides free Energy Cells to players with a Portable Repair Unit.


Can automatically repair and rearm fighters, gunships and shuttles. The longer you are inside or near the building, the higher these values will be regenerated.


Provides power to all units at the base. If it goes offline – and the solar reactor is offline – then each of the key base installations will start to shutdown. This unit also produces Energy Cells which are required by various units in the game. These spawn at random locations all over the base and can be collected by players.


Provides backup power to all the units at the base. This unit also produces Energy Cells which are required by various units in the game. These spawn at random locations all over the base and can be collected by players. NOTE: The solar plant only produces Energy Cells during the day.


Provides free Energy Cells to players with a Portable Repair Unit or Portable Medical Unit.


Regenerates player body armor.

Provides free Energy Cells to players with a Portable Repair Unit or Portable Medical Unit.

Provides free ammo for any weapon owned by a player.


Does it have loot drops?

There are various types of “packs” spawned around the game world and which can be looted for items.

However, unlike owned (bought) items, the items obtained from these packs are not permanent. So if you die or jump to another region, you will lose them. For example, if you own (obtained via a tier or in-game cash shop) a machine gun, then while in Heatwave you obtain a sniper rifle from a Portable Weapon Pack, then jump to Frostbite, you will still have the machine gun, but lose the sniper rifle.

Using these spawned packs gives you a chance to obtain and check out items without having to purchase them. So if you obtain a sniper rifle, then like it, you can later decide to buy your own which you can then take anywhere in the game.

During world events, NPC infantry and androids also drop loot when killed.



Does it have base building?


The ability to construct bases is planned for a future post-release update of the game. It wasn’t planned to be in the initial release.

Once implemented, fireteams and squads, will have the ability to buy components to build their own bases and outposts using building prefabs. These are called Forward Operating Bases (FOBs) and can range from simple to elaborate structures with defense systems and similar structures.

Due to the game’s persistent nature, these structures will persist whether or not the team owner is logged into the server.

For example: If you build a base that can defend itself whether or not the squad is online or not, you need to buy an Area Defense Shield which deploys an impenetrable shield around the entire base. You probably also want an Early Warning Radar system which will alert any squad members (online or offline) if hostile forces are detected within range. For defense, there are various laser turrets (e.g. a TSX1) and missile systems (e.g. an AX25) which are AI controlled and can automatically engage hostiles when detected. You can also deploy android (e.g. AC-490) guards to deal with hostile infantry forces.

Almost every key building or defense unit in the game’s asset dB, can be bought and deployed in this manner.

The game world has 4 planets (1 populated with 4 bases) and 7 moons (0 populated). Though we plan to populate the other planets and moons with bases via DLC, only the moons will feature player constructed bases. And those moons will be linked to other moons and planets, similar to how the Lyrius planet (with its four bases) is linked to various parts of the game world via jump gates and Dynamic Jump Pads.

Our ultimate goal is to use these player built bases in a resource based reward fashion. For example, if the base contains a Nuclear Plant, it can produce an Energy Cell pool for the fireteam/squad. Similarly, a Supply Depot can produce spawned PSP, PWP and PMP for the team. And an ARC can produce vehicles, aircraft and similar.


Does it have resource gathering?

You can collect Energy Cells produced by the Nuclear and Solar plants and which are scattered throughout the game world.

These ECs are used by various assets (vehicles, aircraft etc) and certain inventory items. They can also be used or exchanged with other players.


Does it have pets?

Wait! Wot?!?! Pets? Absolutely not!

However you can obtain AI controlled androids who then act as your fireteam mates and/or sidekicks. You can give them basic orders, but their primary role is to follow you into combat and defend you at all times.

You can also use them to create your own fireteam if you don’t want to join a fireteam of human players.


Where are my leaderboard stats?

Only players who have bought a Tactical Advancement Kit (TAK) have their stats tracked in the leaderboards.


What are the console commands

All exposed public console commands can be entered in the chat box. All exposed dev console commands can be entered in the console.

Display current location:

/where, /wheream, /loc

Determine ping to selected server:

/ping val where val = on|off e.g. /ping on

NOTE: Your ping to the server should be a minimum of 200ms or less

Clear chat display:

/clear, /clr

Set field of view. **UNSUPPORTED**

/set_fov val where val = 40 to 120 e.g. /set_fov 70

NOTE: Infantry default is 70. Aircraft/Vehicle default is 90


What Steam Services Are Supported?

Below is a list of SteamWorks services which we either currently support, plan to support, or have no plans to support.

Steam Account Sign-In

Yes. In fact, this is the only supported account sign-in that we offer. Regardless of where you buy the game, you need a Steam account to login.

Steam In-Game DLC

Yes. You can purchase any of the game’s Tactical Advancement Kit bundles as DLC.

Steam Voice Chat

No. We do plan to support this in a future release. Of course you are free to use third-party voice chat apps as well; but they won’t be officially supported.

Steam Controller

No. We do plan to support this in a future release. The PC version has minimal support for Xbox 360 and Xbox One controllers.

Steam Leaderboards

No. We have our own leaderboards.

Steam Workshop

No. The game cannot be modded and so there are currently no plans to add this.

Steam Wallet & Inventory

Yes. We have support for Xsolla, but Steam now requires all games with MT to support Steam Wallet. So we will be implementing that instead.

Steam Micro-Transactions

Yes. See Above.

Steam Trading Cards

No. In the future, we will consider the possibilities of implementing these based on current game assets and comics

Steam Big Picture Mode

No. We will review this post-release, and see if it’s worth doing or not.

Steam VR

No. We currently have no plans to support VR of any kind.

Steam Servers & Multiplayer Match Making

No. We have our own server clusters. Also, the design of the game, does not require matchmaking support.

Steam Anti-Piracy

No. We do not use the Custom Executable Generation (CEG) because the game does not need it.

Steam Anti-Cheat

No. We do not use Valve Anti-Cheat (VAC).


No. The game is only supported on Windows platform. It has been approved for both Xbox One and PS4, though we do not yet have a release date for those. There are no plans to support other platforms (Linux, OSX).