TRENCHES ROYALE DOCS
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Game breakdown

A top-down battle royale where up to 24 players drop onto one map, scavenge for guns, and fight until one is left standing. This page walks through every system — from how a round begins to how you climb the ranks.

What the game is

The short version, before we get into the numbers.

Each round drops you and up to 23 other players onto a single island seen from above. You land with a basic pistol already in hand, so you are never defenceless — but that starter only gets you so far. Better guns lie scattered across the ground, locked inside crates, or fall from the sky in supply drops.

A storm closes in over the course of the match and squeezes everyone toward the center. The last player breathing takes the win, banks the most coins and trophies, and climbs the ladder.

Up to 24 players

A match needs at least 2 to begin. If a free lobby is short on humans, bots fill the empty slots.

One life

Go down and you are out for the round. No respawns, so every fight is a real decision.

Earn as you play

Coins and trophies come from placement and kills, win or lose, every single match.

Anatomy of a match

From the lobby to the victory screen, in order.

1. Matchmaking

You queue up and wait for a room to fill. Once a lobby reaches capacity it locks in and a short countdown runs before the round starts. Free games top themselves up with bots if humans are short.

2. Pick your landing spot

Before anyone touches the ground you get about ten seconds on a flat map. Click where you want to drop. Far from the crowd buys you a quieter start; a hot zone means early action and early loot.

3. The drop

Everyone parachutes in together. The first few seconds of descent you cannot move or shoot — use the ride to scan parachutes. On landing you get a short stretch of invulnerability.

4. The fight

Loot, rotate, take fights you can win, and avoid the ones you cannot. The storm phases keep the pressure on so the round never stalls.

5. Endgame

By the late phases the safe area is tiny. The last player alive wins, and the results screen shows your placement, kills, coins earned, and trophy change.

Controls

Mouse and keyboard on desktop, touch sticks on mobile.

  • WASD or left stick — move
  • Mouse or right stick — aim
  • Left click / right trigger — fire
  • Hold F — open crates and pick up gear
  • 1–3 — switch weapons
  • Tab / minimap tap — zoom map

Picking up gear and opening crates works on proximity. Walk close to a weapon, a kit, or a crate and stand still for a beat while a ring fills around you.

Health and shields

Two separate bars stand between you and the respawn timer you do not get.

You spawn with 100 health and no shield. Health does not regenerate on its own, so the only way back up is a health kit. Stand still while it applies and it brings you back to full.

Shield is your second layer. Build it by grabbing shield pickups. Incoming damage chews through shield before it touches health. Small shields add 25, large ones add 50, capped at 100.

Health kit

Restores you to full health. Takes a moment to use, so find cover first.

Shield pickup

Adds 25 or 50 shield up to a cap of 100. Soaks damage before your health does.

Weapons

Seven guns in the game, each with a job it does better than the rest.

How each one plays

  • Pistol — what you land with. Modest damage, small clip, fast reload. Trade up the moment you find better.
  • Shotgun — five-pellet spread. Deletes people point blank, useless across a field.
  • Scar — workhorse rifle. Fully automatic, 50-round mag, reliable at close to medium range.
  • Sniper — one shot, bolt action. Reaches farther than anything else; punishes a miss hard.
  • Flamethrower — continuous wall of fire. One per match, only in the black temple. Pistol-range.
  • Bazooka — rocket with splash damage. Never hurts the firer. Crate / supply drop only.
  • Pumpzooka — sustained piercing beam. Long reach, heavy damage over time. Crate / drop only.

Gold variants

The same gun, but it hits harder.

Some weapons come in a rare gold finish. A gold version is mechanically identical to its normal counterpart except it deals 25% more damage. Crates always hand out gold weapons; heavy launchers from supply drops sometimes arrive gold too.

Loot and pickups

Where the gear comes from and how to grab it.

Ground weapons

Pistol, shotgun, scar, sniper — these spawn in the open across the island. Walk over one and hold still to swap.

Crates

Sealed; need a longer hold to crack open. Always drop a gold weapon, and the only ground source for heavy launchers.

Health and shield

Kits and shield refills are scattered the same way. Both use the hold-to-use mechanic — clear the area before you reach for them.

The zone

The clock that keeps every match moving toward a finish.

A safe circle shrinks in stages. Each stage waits for a set time, then the boundary closes inward to a smaller circle over a few seconds. Step outside the safe area and you take damage on a steady tick.

By the final phase the circle shuts completely. Start your rotation early — being caught outside in late circles is one of the most common ways to lose a winnable game.

Hazards

The storm is not the only thing that wants you dead.

  • Lava — burns health faster than the storm. Route around the glowing pools.
  • Walls and rocks — block movement and bullets. Beams and rockets stop at walls too, so corners are real cover.

Air drops

Free heavy weapons, parachuted in for anyone bold enough to grab them.

Twice per match (~1m and ~2m marks) a giant supply crate drops at a random spot, marked on the minimap. Inside is a bazooka or pumpzooka, sometimes gold.

Opening it takes a while and the open ring is generous, so anyone standing nearby helps load it. Expect a fight.

Coins

The currency you spend on skins, earned every time you play.

Coins are the soft currency. Every match pays out a base reward for placement plus a bonus for kills, scaled by your rank. A fresh account starts with a balance to get you going.

10 coins per kill, capped so one wild fight cannot outweigh placing well. Iron earns the base rate; Champion earns 3× as much for the same result.

Skins and upgrades

Spend your coins on a look, then push it all the way to its final form.

Every character skin can be bought with coins. Skins climb from LV1 → LV3. Reaching LV3 unlocks the MAX form — a recolored variant with extra detail and animated effects. Both base and MAX are equippable once unlocked.

Prices climb as you go down the catalog, with a ceiling so nothing becomes unaffordable. A handful of starter skins are yours from day one.

Trophies and ranks

The ladder that tracks how good you actually are.

Trophies are your skill rating. Iron → Champion. Kills add a small flat bonus, capped so a fragfest cannot carry a poor placement.

Low ranks: a win is worth more than a loss costs. Platinum: roughly balanced. Above: losses outweigh wins, so holding a high rank means consistently finishing near the top.

Wager matches

Real SOL on the line, winner takes the lion's share.

Alongside free games, the lobby can host wagered matches. Everyone puts up the same stake in SOL — stakes pile into one pot, and the top finishers split it. Runs on Solana mainnet; needs a Phantom-signed-in account.

How much you can stake

  • 0.05 SOL
  • 0.10 SOL
  • 0.20 SOL

Every player in a given lobby has staked the exact same amount — nobody buys a bigger slice.

How a stake is handled

Your wallet sends the stake to a server-controlled holding wallet. The transfer is verified on-chain before you are let into the lobby. Funds sit in escrow for the whole match.

Minimum players and starting

Needs at least 5 real players (no bots). Lobby waits up to one minute from first join. If short of 5 at the deadline, the match cancels and everyone is refunded.

The pot and the payout

The pot is every stake added together. The house takes 8% off the top, the rest pays out to the top five by placement. Unfilled placements roll up to first place — no lamports left stranded.

When you get refunded

  • Lobby never fills — fewer than 5 at the deadline.
  • You back out before the match starts.
  • Your deposit lands but you never reach a match.
  • Server hiccups while your stake is still in flight.

Once the round starts your stake is locked in. Disconnecting mid-match does not get it back.

Tips that actually help

Small habits that win more rounds than raw aim does.

  • Gear up before you fight. A scar and half-shield beats a pistol and bare health.
  • Match the gun to the range. Don't poke at a sniper with a shotgun.
  • Move before the storm moves you. Watch the phase timer.
  • Use walls. Bullets, beams and rockets all stop at solid geometry.
  • Third-party on purpose. Two players trading shots are both low and distracted.
  • Decide if a drop is worth it. Skip contested drops when you can't win the scrap.
  • Play for placement. Survive when in doubt.

Common questions

Quick answers to the things people ask most.

Does my health come back on its own?

No. The only way to heal is a health kit. Shield never regenerates either — grab pickups.

Why can I not pick up a bazooka off the ground?

Heavy launchers never spawn loose. They only come from crates and air drops.

Where do I find the flamethrower?

Exactly one per match, inside the black temple.

Do I keep earning if I lose?

Yes. Every match pays coins and adjusts trophies based on placement and kills. Last place still pays — winning just pays a lot more.

Is gold worth swapping a weapon for?

Always, if it is the same type. Gold = +25% damage with no downside.