Game Modes

Game Modes

Every TTK Testing game mode: free-for-all and Hardpoint live now, plus the confirmed roadmap for Survival, Missions, Quick Play and Ground War — explained with objective tips and lobby strategy.

2
Live Modes
4+
Planned Modes

Introduction

The Game Modes hub explains every way to play TTK Testing today and what the developers have confirmed for the future. Right now TTK Testing, the realistic tactical FPS by Sable Digital running inside Roblox, is an open community test built around two modes: free-for-all and Hardpoint, with players voting for the next map between rounds. Free-for-all is the purest test of the gunplay and time-to-kill tuning the game is named after, while Hardpoint adds objective play where teams hold rotating zones to score. The official DevForum thread and developer channels confirm a larger roadmap: co-op Survival waves, story-driven Missions with doorkicker mechanics, standard team-based Quick Play, and the big-scale objective mode Ground War. None of those planned modes are playable yet, and this hub is explicit about that — everything under "Live" is verified in the current build, while everything under "Planned" is confirmed by the developers but still on the way.

Game Mode Status Board

ModeStatusAvailabilityObjective
Free-for-all (FFA)LiveCurrent test buildEvery player fights for the top frag count
HardpointLiveCurrent test buildHold rotating objective zones to score
SurvivalPlannedRoadmapCo-op wave-based survival with squads
MissionsPlannedRoadmapCo-op doorkicker linear operations
Quick PlayPlannedRoadmapStandard team-based PVP multiplayer
Ground WarPlannedRoadmapLarge structured objective-based PVP

Mode Breakdown

A

Free-for-all (FFA)

active

Live test mode for gunplay and time-to-kill tuning

StatusLive in the current test build and the default way to experience the gunplay.
ObjectiveEvery player fights everyone; the highest eliminations win the round.
Best ForTraining aim, movement and duel decisions in rapid succession.
Pro TipExpect third parties: every long fight advertises your position to the lobby.
S

Hardpoint

active

Objective mode with rotating zones and map control

StatusLive in the current test build alongside free-for-all.
ObjectiveHold the rotating zone to score; the team with the most points wins.
Best ForLearning rotations, map control and team objective play.
Pro TipArrive at the next zone before it activates and control the cover angles first.
B

Survival

new

Planned co-op wave-based survival for squads

StatusPlanned on the official roadmap; not playable in any current build.
ObjectiveSurvive escalating waves of enemies with your co-op squad.
Best ForCo-op players who want PVE challenge without the pressure of PVP.
Pro TipStart planning squad compositions now so you are ready when it ships.
B

Missions

new

Planned co-op doorkicker linear operations

StatusPlanned on the official roadmap; not playable yet.
ObjectiveExecute co-op linear operations built around doorkicker entry mechanics.
Best ForPlayers who enjoy structured objectives and story-driven operations.
Pro TipThe doorkicker mechanic implies breach-and-clear tactics will matter.
C

Quick Play

new

Planned standard team-based PVP multiplayer

StatusPlanned on the official roadmap; not playable in the current test.
ObjectiveStandard team-based PVP matches with the classic ruleset.
Best ForSolo-matchmaking players who want structure without organising squads.
Pro TipExpect this to be the most popular mode once it actually launches.
A

Ground War

new

Planned large structured objective-based PVP

StatusPlanned on the official roadmap; the largest announced mode.
ObjectiveLarge-scale structured objective battles with bigger teams and vehicles potential.
Best ForOrganised squads and clans looking for a big-battle experience.
Pro TipIt will demand the most map knowledge and squad communication of all modes.

Core Mechanics

The live game modes follow the studio’s realism-first design. Free-for-all is the alternate name for what many players call FFA: every operator fights everyone else, and the player with the highest eliminations wins the round. It is the mode where the time-to-kill tuning is most visible, because every duel is decided by who lands the first accurate shot. Hardpoint adds a team objective: a rotating zone on the map scores points for the team holding it, which forces constant movement and map control instead of static camping. Between rounds, players vote for the next map from the pool, and the most-voted layout is loaded. The planned modes expand far beyond this: Survival is confirmed as cooperative wave survival for squads, Missions as co-op linear operations built around doorkicker mechanics, Quick Play as standard PVP, and Ground War as a larger structured objective mode. Because the game is a testing phase, mode rules and scoring are still being tuned, and the roadmap modes are not yet playable in any build.

Advantages

Knowing the mode roster helps you pick the right experience for your goals. Free-for-all is the best training ground for raw gunplay and time-to-kill timing: you are always in a duel, so every mistake is instantly visible and every improvement shows up in your score. Hardpoint adds a decision layer on top of aim — map control, rotation timing and knowing when to push the objective — which is the best way to learn the tactical side of TTK Testing. The roadmap modes promise even more variety: co-op players can look forward to Survival and Missions, while organised teams can plan around Quick Play and Ground War. Knowing what is live versus planned keeps your expectations honest, so you never queue for a mode that simply does not exist yet. The status board in this hub is updated with every verified patch.

Challenges

The mode roster is intentionally small because TTK Testing is in an early community testing phase. Only free-for-all and Hardpoint are live today, which means players who want team-based objective play have to wait for the roadmap promises. The planned modes are confirmed by the developers but carry no release dates, so the recent V0.06-era update notes listing teams, spectating, more modes and launchers should be read as direction rather than a schedule. Scoring rules and map pools are also still being tuned between patches, so a mode that feels final today can change next update. Finally, Hardpoint requires team coordination for the best results, but the current build is largely played by solo players, which can make the objective feel chaotic compared with free-for-all.

Frequently Asked Questions

Which game modes are currently available in TTK Testing?+
Two modes are live in the current test build: free-for-all and Hardpoint. Free-for-all is the pure duel-focused mode where every player fights for the top frag count, while Hardpoint adds rotating objective zones that teams hold to score. Between rounds, players vote for the next map. Survival, Missions, Quick Play and Ground War are confirmed on the roadmap but are not playable yet.
How does scoring work in Hardpoint?+
In Hardpoint, a designated zone on the map teams fight to stand in; your team scores points for every moment it controls the zone. The zone rotates to a new position after a set interval, which forces players to move as a team instead of camping a single spot. The team with the most points when the timer expires wins. The exact rotation timing is tuned per patch, so check the latest notes for current values.
When will the planned modes like Ground War be added?+
The developers have confirmed Survival, Missions, Quick Play and Ground War on the roadmap, and the V0.06-era update notes mention teams, spectating, more modes, launchers and gunplay improvements. No specific release dates have been announced, and none of these modes are playable in the current build. Follow the Updates hub and the official DevForum thread to track when each milestone actually ships.

Quick Tips

💡

Use free-for-all as your training ground: every engagement is a duel, so you get rapid feedback on your aim, positioning and time-to-kill decisions. Play a few FFA rounds to warm up, then switch to Hardpoint where the objective forces you to think about map control and rotations instead of just hunting frags.

💡

In Hardpoint, move to the new zone early: the rotation timer announces the next objective before it activates, and the team that arrives first with cover control wins the opening exchange. Camping the old zone after it rotates is the most common mistake new objective players make in the current build.

💡

Vote for the map you know: since players vote between rounds, the lobby that knows the layout wins more often. If you are learning, pick one map per session and study its lanes and chokepoints until you can predict where fights happen, then expand your pool one map at a time.

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