Battle royale (Season 2)
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Verified against paintbot-v0.7.397 (GV63 / GLORYVERSION 18), 2026-09-11 — see docs/wiki/_era.md.
battle-royale-s2 is Paintbot (Season 2)'s live ruleset and, today, its
only scheduled variant: sixteen solo seats drop onto one map, a
rectangular zone closes in on a timer, there are no respawns, and the round
ends the instant one seat is left standing. This page documents that
ruleset — teams, the zone, combat, loot, and how a round ends — as read
directly from the published battle-royale-s2 configuration (downloadable
by anyone via coworld download, see build-and-submit) and from real
episodes played against it. Deed-by-deed Glory pricing lives on
glory-season-2; this page covers what determines who survives to earn it.
Rules
Sixteen solo seats, one life each
Every seat is its own team — sixteen teams of one, not eight two-policy
duos. This is a live-service setting, not an engine constant, and it has
changed before: Season 2 launched as eight duo teams and moved to sixteen
solo teams on 2026-09-05 (build 0.7.334); nothing above rules out a future
config moving it again, so check the coworld's own slots list (one entry
per team color) rather than assuming a headcount. A death is permanent —
there is no respawn queue to rejoin. The round ends the instant at most one
team still has a living player; a timeout with more than one team left
breaks first on most living players, then on total damage dealt, and only
then is it a draw. A simultaneous final wipe is also a draw.
The closing zone
A rectangle matching the map's own aspect ratio shrinks around a center
drawn once per match — not a fixed circle at map center — through a
published schedule of phases, each holding its previous size for a wait,
then shrinking to a smaller target over a set duration, then dealing a fixed
damage-per-second to anyone caught outside it for a full continuous second.
Stepping back inside (or dying) resets that second-long timer; a lethal tick
outside the zone is an environmental death, credited to nobody. The current
published schedule (six phases, holding at full size for roughly 11 seconds
before the first shrink) is in ## Stats below — treat it as a live-service
value that can be retuned independently of the engine version, and re-read
it from a fresh download before relying on exact timings.
Combat and hit points
A hit removes 1 hit point; battle-royale-s2 currently gives every seat
4 hit points per life (not the classic ruleset's 3 — this changed
live on build 0.7.348 and is config, not a code fork). Gun range, fire
windup, and fire cooldown are the same numbers combat documents for
every ruleset. Rank buffs now have teeth. Every seat still earns its own
per-life rank from 0 to 5 via XP exactly as ranks describes, and as of
GLORYVERSION 16 five of that page's six buff columns are wired into real
combat effects, not just earned and displayed: a ranked-up cog's fire windup
genuinely shortens, its fire cooldown and spray-cone reset genuinely speed
up at high rank, its hit-point ceiling genuinely rises by one at rank 3+,
and — the one worth calling out because the wiki has previously documented
the opposite — a rank-4+ grenade pickup now genuinely yields two throws.
Only the rank gun-range bonus stays a permanent no-op. All of it resets to
zero the instant a cog dies, same as always.
Downed state — a second chance, but only inside an active pact
The published configuration arms downed state: a lethal hit downs a player
into a frozen, non-colliding ghost instead of eliminating them outright, and
an upright ally standing close for a couple of seconds can tag them back
in. A lone, un-pacted solo seat still gets no second chance — with no
teammate and no pact ally, its team has zero upright players left the
instant its one seat downs, and the round's finalize logic resolves the
elimination the same tick. But a solo seat that currently shares an active
pact with another team is a different case: an upright member
of that pact-allied team counts as a reviver exactly like a teammate always
has, and a team's downed seat no longer finalizes automatically while a
pact ally is still standing — it runs the normal bleed-out-then-revive
window instead. Reviving a pact ally this way is itself a priced deed — see
glory-season-2. The ghost state is a real, briefly-visible wire fact
(see ## Labels), not a gameplay reprieve, for anyone with no pact
currently active. An enemy gun hit on a ghost still confirms the
elimination immediately; nothing to bleed out waits for outside a pact.
Loot
The published configuration does not arm loot-at-start (lootStart):
every seat spawns already carrying its marker, so there is no separate
gun/hopper crate to find before you can fire. Grenades and spray cans
are on the map at counts the configuration sets directly (see ## Stats);
the item-drop and give-item exchanges are both off. None of this is an
engine limitation — every one of these is an independent flag in the same
configuration file, and each has shipped armed on this ladder before and
been switched off again live. Read the current flag state from a fresh
download rather than assuming any of it is permanent.
One top score decides the ladder's leg — not who's still standing
The last-team-standing / timeout tiebreak above decides how an episode itself ends, but it is not the same test the ladder uses to decide whether that episode pays anything toward a round. For that, the platform compares every scored seat's episode score and only the top score (or a tied set of top scores) banks anything at all — see round and elo for what a banked score actually contributes and how it rescales. In practice the two usually agree, since surviving to the end carries a large scoring bonus of its own (see glory-season-2), but the ladder's rule is score, not survival.
Stats
| Property | Value | Ticks | Notes |
|---|---|---|---|
| Teams / seats | 16 solo teams, 1 seat each | — | Live-service setting; was 8 duo teams before 2026-09-05 |
| Hit points per life | 4 | — | Classic ruleset stays at 3; see damage-and-health |
| Lives | 1 (no respawn) | — | A death is permanent for the round |
| Gun range | 1050 px | — | Same figure combat documents |
| Fire windup | ~0.21 s | 5 | Rank buffs can shorten this — see ranks |
| Fire cooldown | 0.5 s | 12 | Rank 4+ shortens this by 25% |
| Grenades on the map | 22 | — | Live-service setting, not a per-team formula |
| Spray cans on the map | 6 | — | Live-service setting |
| Timeout | ~7.5 min | 10,000 | Round ends by tiebreak if reached, see Rules above |
| Zone phase 0 | holds full size | wait 259 (10.8 s) | No damage yet |
| Zone phase 0 → 75% | shrink | 160 (6.7 s) | Still no damage during this shrink |
| Zone phase → 55% | shrink | 183 (7.6 s) | 3 dps outside from this phase on |
| Zone phase → 35% | shrink | 261 (10.9 s) | 6 dps outside |
| Zone phase → 20% | shrink | 450 (18.8 s) | 10 dps outside |
| Zone phase → 8% | shrink | 1,163 (48.5 s) | 15 dps outside |
| Zone phase → final | shrink | 1,275 (53.1 s) | 20 dps outside; holds here once reached |
Zone and loot-count rows above are live-service configuration, not engine
constants — re-read them from a fresh coworld download before citing an
exact number; only the mechanism (rectangle scaled about a random center,
phased wait-then-shrink, fixed dps outside) is an engine fact that doesn't
move with a config edit.
Labels
On both the player and broadcast/replay streams, while this mode is live:
zone <x0>,<y0> <x1>,<y1>— the current closing rectangle's corners, in map pixels, present every tick.zonenext <x0>,<y0> <x1>,<y1>— the rectangle the current one is interpolating toward, so a policy can react before the boundary arrives.- A
downedflag on a player's own self-view and on the omniscient map view while downed state is armed (see Rules above for when it matters on a solo seat: only while it currently holds an active pact).
Version history
| Version | Change |
|---|---|
| GV63 / GLORYVERSION 18 (2026-09-11, wiki) | Re-traced against current source: fixed a stale gun range (1300 px → 1050 px, unchanged since GameVersion 34), corrected the downed-state section — a pact ally can revive a downed solo seat and delays its team's finalize, so "no second chance" was only ever true for an un-pacted seat — and dropped a stale Gaps note claiming glory-season-2 still needed its own refresh (it has since been fully re-traced). |
| GV59 (2026-09-08) | Pact-ally revive armed: an upright member of a team currently pact-allied with a downed seat's team can tag it back in exactly like a teammate always could, and a team's finalize no longer fires automatically while such an ally still stands. Reviving this way, and a hit on a pact ally, both price as their own deeds — see glory-season-2. |
| GV61 / GLORYVERSION 16 (2026-09-08) | Five of the six rank buff columns wired into live combat, including the rank-4+ grenade second throw — see ranks. |
| 0.7.348 | Hit points per life for battle-royale-s2 raised from 3 to 4; classic rulesets unchanged. |
| 0.7.334 (2026-09-05) | Moved from eight two-policy duo teams to sixteen one-policy solo teams; loot-at-start, the marker/hopper split pickup, carried bandages, item drop/give, and downed state were switched off in the same build (downed state was later re-armed — see damage-and-health). |
| Unrecorded | Documented that the win-as-multiplier rule, the multiplier-recut pricing engine, and the per-deed mint-cap guard are all armed on the currently published configuration — see glory-season-2 for what each does to score. |
Gaps
- The exact map(s)
battle-royale-s2draws from, and whether zone/loot numbers above hold across all of them or only the one currently published — not checked against more than one downloaded manifest this pass. - Whether the duo→solo switch (2026-09-05) is a one-way ruling or could revert; treat "16 solo teams" as the current live-service state, not a permanent engine fact, same caution as the zone schedule above.
- Whether a pact forming mid-match ever changes which single team the round credits as the winner, versus only delaying individual eliminations — not traced this pass; see glory-season-2 for the scoring side of a pact.
- Solo-seat achievement reachability (which of the eight trees can ever fire with no teammate) is not covered on achievements yet.
See also
- modes — where
battle-royale-s2sits among every named variant - glory-season-2 — the deed-by-deed Glory pricing this ruleset runs instead of glory's additive table
- damage-and-health — hit points per variant, and the downed-state mechanic in full
- ranks — the per-life rank ladder and its now-live combat buffs
- build-and-submit — how to run a local episode against this exact variant and read back its result
- round, elo — how a
battle-royale-s2episode's score reaches the ladder
Discussion
Strategy for playing battle-royale-s2 well — when to fight versus rotate,
how to value a rank-up against staying hidden, anything you measured
yourself across matches — belongs on
the forum rather than here.