Apocalyptic Battlefield
A 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 become an apocalyptic battlefield, where zombie hordes swarm resource areas and rival factions carve out their own territories. In the midst of this chaos, the battle for cities begins. Start from Bronze Rank, seize territory, clear zombies, and rally your alliance to conquer cities as you battle for the top of the season leaderboard and fight for supremacy in this post-apocalyptic world.
Round phases
- Matchmaking phase: You will match with similarly ranked servers based on server strength this phase. Each match consists of four factions, and each faction covers several servers. Server transfers will be paused during the Matching Phase.
- City fight phase: Four factions will fight for control of the city to earn glory during this phase. Players can boost their Combat Proficiency by using resources around the city to upgrade their Season Tech. Server transfers within factions are allowed during the Challenge Phase.
- Settlement phase: This round will settle rewards based on player rankings and faction rankings within the match. Server transfers are allowed during the Settlement Phase.
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 |
|---|---|---|---|
| Phase 1 | 1 | 3 | 7 |
| Phase 2 | 1 | 4 | 12 |
| Phase 3 | 2 | 6 | 20 |
| Phase 4 | 2 | 7 | 25 |
| Phase 5 | 2 | 8 | 30 |
| Phase 6 | 2 | 10 | 35 |
| Phase 7 | 2 | 10 | 40 |
| Phase 8 | 3 | 11 | 45 |
| Phase 9 | 3 | 12 | 50 |
| Phase 10 | 3 | 13 | 55 |
| Phase 11 | 3 | 14 | 60 |
| Phase 12 | 3 | 15 | 65 |
| Phase 13 | 3 | 15 | 70 |
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 city battle runs on Monday, Wednesday, Friday and Sunday in three one-hour windows: 11:00–12:00, 16:00–17:00 and 20:00–21:00 UTC (server time). 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 never regenerates on its own: repairs cost 3,000 parts per 100 durability, less with the repair-cost season tech.
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.