Gun Game

Released for testing on May 8, 2023, Gun Game was the first game mode added to the game in years. Initially during testing, players could only use the weapon given to them. A later update then allowed players to have access to Fists at all times.

The mode would officially release in v488 on May 15, 2023. It would later be revamped in v490 on June 22, 2023.

## Rules

* 10 minute round
* Free-For-All setting
* Auto-spawn in random locations on all maps
* No timer increase for a lead
* Stats do not count
* Weapon order random per match
* Kill to progress in the weapon cycle
* Dying to enemy players will set players backwards through the cycle
* 23 points are required, followed by a fists kill
* Player who reaches end of kill order wins, or round ends
* The player(s) with the highest point count will always show on the minimap as a purple icon

All players will lose access to their hotbar, regardless of what their *Quick Help* setting is set to. An order of weapons is already set by the game and does not change per match. Players are assigned the first weapon in the order and the round begins. Killing someone will update the player's weapon to the next weapon in the order. Players will be set back in the order when dying to an enemy player; this stops at the first weapon (dying will not change this weapon).

When killed, players will respawn in a random location across the map regardless of the map being played. As the leader(s) will always show on the minimap with a purple icon, players may choose to move near the leader to slow the person down, or to steer clear of them; it will not show on the full map however.

Purple icon of leader on minimapPurple icon absent on full map
### Weapons

Each individual match of Gun Game will provide a random list of weapons in a random order. Slots 1 - 5 are all set to the weapon a player is on (with the exception of Fists on slot 4 at all times). This list is 20 weapons long, with the 21st always being set to Fists. Reaching point 22 at this stage will end the round and immediately declare that player the winner.

Weapons in the pool for random inclusion in the cycle include every weapon from the first four slots, except RPG, Homing Missile, and Grenade Launcher. Grenades were additionally added to the weapon list; however other options in the grenade category such as Trip Mines, Concussion Grenades, and Implosion Grenades are not included. This ultimately makes sense due to their high limitations. The removal of special weapons like the BGM and Air Strike also makes sense due to their high power.

Grenades are not on the standard limit of 5 per life as they would be normally for Classic, but rather are infinite to ensure players do not get stuck on that weapon.

## Availability

* Classic Maps

Area 15 BunkerCologneEscapeFloodedFrontierHeistKitchenMoonbaseNorthwestOfficeRemagenSouthwestSpace StationTempleTributeTribute (Cyberpunk)Zen Garden

## Legacy v488

### Differences

* Team Death Match setting
* Team with most points at the end of the round wins
* Fixed weapon order

### Weapon Progression

All players progress in this pre-defined order. Slots 1 - 5 are all set to the weapon a player is on (with the exception of Fists on slot 4 at all times). The order is as follows:

**`AK Rifle >`** **`VSS >`** **`AR Rifle >`** **`Sub-Machine Gun >`** **`SCAR >`** **`VEK SMG >`** **`Minigun >`** **`Tactical Shotgun >`** **`LMG >`** **`Sniper Rifle >`** **`Crossbow >`** **`.50 Cal Sniper >`** **`Auto Sniper >`** **`Grenade Launcher >`** **`Desert >`** **`Grenade >`** **`Revolver >`** **`Auto Pistol >`** **`Rubber Chicken >`** **`Pistol >`** **`Knife >`** **`Fists`**

Once a player reaches Fists, they will not progress further or loop through the cycle back to the beginning. This sets a minimum and maximum performance option for players, with players unable to sink lower than the AK Rifle, and unable to progress beyond the Fists. The further a player is pushed through the order, the less flexibility they have in combat. This makes it harder to get kills the further a player progress, and then giving players easier options again as they die.

This meant that unlike Gun Game modes seen in other games, *War Brokers* handled weapon order by an internal counter that was separate to the kill count—weapon demotions would not drop the player's kill count

## Trivia

* Gun Game (added v488) is the first mode added since 4v4 in v403 (February 11, 2021); or if counting event modes, since Zombie Dead End City's v440 (October 22, 2021) Antidote and v445 (December 21, 2021) Tank Escort
	+ This makes Gun Game the first regular mode in two years
	+ This also makes Gun Game the first mode for Classic since Capture Point in v165 (June 8, 2018); a gap of nearly five years
* Because slot 3 (sidearm slot) is forced to be whichever weapon the player is up to in the cycle, players will use these weapons while parachuting
* The developer, JoJa15, also mentioned plans for potential variations to the mode which would be sidearms only, rifles only, etc.
* Until v491 (July 27, 2023), self-destructs did not affect a player's position in the weapon order, meaning players could safely suicide without negative repercussions
	+ This would still award the enemy team a point due to the partial TDM rules in v488 (May 15, 2023)
* The Shotgun and Hunting Rifle were not in the weapon pool until v491 (July 27, 2023)
	+ 21 points were needed rather than 23 points before reaching the final Fists level
* Until v491 (July 27, 2023), players were given the option to spawn wherever they pleased (which included out of bounds) upon death on non–auto-spawn maps
	+ This included the option for players to spawn well out of bounds
* There is positive reception from the devs on adding the mode to 4v4, opening the potential for the mode to be available outside of Classic

Message prompt at the start of round giving brief explanation of rulesMode's header underneath the timer; clearly reminds users stats do not count