Team Deathmatch

Two teams, first to the kill target.

The goal

Two sides, one scoreboard. Team Deathmatch is Deathmatch with somebody to cover you and somebody to blame. Kills feed one team total, and the target is twice the lobby's kill limit.

How to win

The deciding factor is almost never individual aim. It is whether your side is fighting in the same place. Kills feed one pool, so a 2v1 anywhere on the map is worth more than two even duels somewhere else, and the fastest way to lose is four pilots each winning their own private fight at the four corners of the arena. Friendly fire is off, which means you can commit into a furball a teammate is already in without doing the geometry first. Hull colour tells friend from foe at a glance; if you keep having to check twice, you have drifted too far from your side.

How many to bring

Team Deathmatch supports 4 to 8, and against bots the roster always rounds so it can split. Online, bots only top a room up to four, so five pilots play three against two. Four is two-a-side and reads like a knife fight. Eight is where crossfire and covering angles start to matter more than aim does.

The StarForge Circuit · Colours

The Circuit's team format, and the one the paddock actually cares about. Sides fly in colours, rosters are matched before the drop, and a promoter who lets an uneven card go out does not get a second season.

Know before you drop in

  • The target is the team's total: twice the lobby's kill limit.
  • Hull colour tells friend from foe at a glance.
  • Friendly fire is off, so commit to the furball.
Team Deathmatch at a glance
Players4–8
TeamsTwo
RespawnsYes
Clock2, 5 or 10 minutes, or none
Win conditionFirst team to 10, 20, 30 or 40 kills, or ahead when the clock runs out
Solo vs botsYes, offline, no account
With friendsInvite code, quick match, or server browser
Plays onMac and Windows today; iPhone and iPad are coming
PriceFree in Early Access
Coming soon to iOS

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