Apocalyptic Battlefield
SoonA seasonal four-faction mode: 97 cities on a shared map, resource nodes to hold, a daily city battle and three branches of seasonal technology. The numbers below come straight from the game data.

How a season works
A season runs in three rounds. Each round has three phases: matchmaking, the fight for the cities, and settlement. Matchmaking splits the battle region's servers into groups of similar strength; every group holds four factions, each made up of several servers. Server transfers are frozen during matchmaking and allowed within your own faction during the fighting phase.
The nuclear wasteland has turned into an apocalyptic battlefield, with zombies occupying resource strongholds and major forces dividing the sand. The city battle begins, starting from the Bronze rank, occupying an area to eliminate corpses, and alliances to seize the city, compete for the top spot in the season, and compete for hegemony of survival in the apocalypse.
Round phases
- First round of matching stage: In this round, matches with similar strengths will be matched based on the strength of the servers in the war zone. Each group of matches is divided into four factions, and each faction contains several servers.
- First round of challenge stage: In this round, the four forces will compete around the city to strive for power glory. Players can use resources around the city to improve seasonal technology and strengthen their own combat power. The challenge phase allows this force to transfer servers.
- First round of settlement stage: In this round, rewards will be settled based on the ranking of players and forces in the game. The server transfer function will be enabled during the settlement stage.
Season stages
A round opens 13 stages. Each raises the level cap for cities and raiders and hands out troops: one at stage 1, a second at stage 4, a third at stage 8.
| Stage | Troops | Cities up to | Raiders up to |
|---|---|---|---|
| Stage 1 | 1 | 3 | 7 |
| Stage 2 | 1 | 4 | 12 |
| Stage 3 | 2 | 6 | 20 |
| Stage 4 | 2 | 8 | 25 |
| Stage 5 | 2 | 8 | 30 |
| Stage 6 | 2 | 10 | 35 |
| Stage 7 | 2 | 10 | 45 |
| Stage 8 | 3 | 12 | 50 |
| Stage 9 | 3 | 12 | 55 |
| Stage 10 | 3 | 14 | 60 |
| Stage 11 | 3 | 14 | 65 |
| Stage 12 | 3 | 15 | 70 |
| Stage 13 | 3 | 15 | 75 |
Factions and power
1
2
3
4There are always four factions. The player ranked first by seasonal battle power automatically becomes the leader; ranks 2 to 5 become deputies. Leader and deputies can call a rally; the leader also appoints and removes deputies and edits the faction notice. If the leader stays offline for two days, the strongest active member replaces them. Any member whose seasonal power exceeds the leader's may challenge them — the duel follows arena rules, and a win hands over the leadership.
Faction level
A faction earns experience from captures and battles. Each level raises the cap on the resource nodes it can work.
| Level | Experience | Nodes up to |
|---|---|---|
| 1 | 5,000 | 1 |
| 2 | 10,000 | 2 |
| 3 | 15,000 | 3 |
| 4 | 20,000 | 4 |
| 5 | 25,000 | 5 |
| 6 | 30,000 | 6 |
| 7 | 35,000 | 7 |
| 8 | 40,000 | 8 |
| 9 | 45,000 | 9 |
| 10 | 50,000 | 10 |
| 11 | 55,000 | 11 |
| 12 | 60,000 | 12 |
| 13 | 65,000 | 13 |
| 14 | 70,000 | 14 |
| 15 | 75,000 | 15 |
City battle
The battle window opens daily. Attacking or defending a city spends battle orders, which refill at midnight of each battle day. The leader or a deputy calls a rally on an enemy city bordering faction land; delegated troops march there on their own, and the target called first takes priority.
Durability and repair
Every troop has durability. A clash in the city battle costs 200, a fight over a resource node or a raider camp costs 100. A troop below 100 durability cannot take the field. Durability regenerates on its own, and paying parts speeds the repair up.
Low-durability penalty
A battered troop fights worse in city battles: the lower its durability, the less damage it deals and the more it takes. Below 700 the penalty turns catastrophic — pull the troop back and repair it.
| Durability | Damage dealt | Damage taken |
|---|---|---|
| 1800–1899 | -5% | +5% |
| 1700–1799 | -10% | +10% |
| 1600–1699 | -15% | +20% |
| 1500–1599 | -20% | +40% |
| 1400–1499 | -35% | +60% |
| 1300–1399 | -40% | +80% |
| 1200–1299 | -45% | +100% |
| 1100–1199 | -50% | +120% |
| 1000–1099 | -60% | +150% |
| 900–999 | -65% | +200% |
| 800–899 | -70% | +250% |
| 700–799 | -80% | +1,000% |
| 600–699 | -90% | +5,000% |
| 500–599 | -93% | +10,000% |
| 400–499 | -96% | +15,000% |
| 200–399 | -99% | +15,000% |
| 0–199 | -99.9% | +20,000% |
Resources
Mines produce ore for seasonal technology, factories produce parts for repairs. Held nodes pay out automatically, and storage is capped.
Cost per city clash: 100 parts