// Field Manual · v0.6.0

Master the Combat Grid.
Win the Faction War.

Destructors Online is a free browser-based team FPS pitting The Administration against the Destructors in fast 5 vs 5 matches. Both factions field the same four unit classes with identical stats — your faction choice is aesthetic, your unit choice is tactical. Push to 6000 points or finish the 5:30 match timer with the higher score — whichever happens first.

5v5
Players
4
Unit Classes
6000
Score Cap
5:30
Match Timer
Choose Your Side

The Two Factions

The factions are mirrored: both field the same four unit classes with identical weapons, stats, and tech. Your faction choice changes which color and silhouette you wear — not your loadout, not your power. The strategic choice is your unit, not your side.

FACTION_01

The Administration

// Order through firepower

The corporate enforcer faction — white and cyan armored frames representing established authority. Confirmed maps tied to this faction include Administration HQ.

  • Color identity: White chassis, cyan highlights.
  • Visual silhouette: Cleaner, more sculpted armor plating.
  • Vibe: Order, authority, corporate compliance.
FACTION_02

Destructors

// Break the system

The insurgent faction — black and orange combat frames built for raw destruction. The name says everything about their stance toward The Administration.

  • Color identity: Black chassis, orange highlights.
  • Visual silhouette: Rougher, more industrial plating.
  • Vibe: Rebellion, chaos, anti-establishment.
Site analysis Because the factions are statistically identical, “which faction is better” is not a meaningful strategic question in Destructors Online. Pick the look you want to fight as — the match-winning decisions all happen at the unit-selection screen.
Four Roles · Eight Variants

The Unit Classes

Each faction fields all four unit types with identical stats. Eight unit variants total, four functional roles. Pick your unit on the deploy screen before each respawn — you can switch every life. Below is the complete stat block for each class.

Infiltrator

// stealth · recon · flanker
TT-02 primary
108 dmg 2 fire rate 6 mag
Rifle0 secondary
16 dmg 16 fire rate 50 mag
Resistance 200
Move Speed 9
Xray see enemies through walls
Cloak invisible to enemy vision

Assault

// frontline · balanced · objective
Rifle0 primary
37 dmg 8 fire rate 30 mag
TT-02 secondary
108 dmg 2 fire rate 6 mag
Resistance 250
Move Speed 8
Grenades area-denial throwable

Enforcer

// heavy · defensive · hold-the-line
EnfExt210 primary
48 dmg 8 fire rate 60 mag
TT-02 secondary
108 dmg 2 fire rate 6 mag
Resistance 320
Move Speed 6.5
Grenades area-denial throwable

Sniper

// long range · one-shot · pick-off
TG-87 primary
152 dmg 2 fire rate 5 mag
Rifle0 secondary
16 dmg 16 fire rate 50 mag
Resistance 175
Move Speed 9
Grenades area-denial throwable
Quirk Rifle0 stats vary by class. Sniper and Infiltrator carry a Rifle0 with 16 damage / 16 fire rate / 50 magazine. The Assault carries a Rifle0 listed with the same name but with 37 damage / 8 fire rate / 30 magazine — effectively a different weapon despite the shared label. Treat the “Rifle0” on Assault as its own gun.
Site analysis

How to Choose Your Unit

A defensible reading of the stat data — framed as our opinion, not as universal fact. Test it in your own matches.

If you're new

Start with Assault

The most forgiving stat profile: 250 resistance, 8 speed, fast-firing 30-round primary, Grenades for utility. You learn the maps without dying constantly to Sniper headshots, and you contribute to objectives. Lateral moves to other classes get easier once you know where fights happen.

If your team is being overrun at a point

Switch to Enforcer

The tankiest profile in the game: 320 resistance, plus EnfExt210's 60-round magazine means sustained suppressive fire on choke points. The tradeoff is 6.5 speed — the slowest in the roster — so commit only when there's a position worth holding.

If the enemy is fortified

Switch to Sniper

One-shot pressure from outside their effective range. TG-87 deals 152 damage per round (enough to one-tap most classes' headshot HP). 175 resistance is the lowest in the game — you trade survivability for reach, so positioning is everything. Combine with 9 movement speed for repositioning between shots.

If you want to break their flank

Pick Infiltrator

The only class with non-Grenade tech: Xray (see enemies through walls) and Cloak (invisible to enemy vision). At 200 resistance / 9 speed it's a balanced statline, but the kit is built for getting behind enemy lines undetected. Best paired with a coordinated team push from the front so the enemy is too distracted to spot you.

Reality check You can change unit every time you respawn. Don't lock in. Watch what the enemy is fielding and counter the composition.
Two Confirmed Modes

Game Modes

Both confirmed modes use the same match format: 5 vs 5, first team to 6000 points wins, or when the 5:30 timer expires the higher-scoring team wins. At the end of each match a vote screen lets the lobby pick the next mode and map.

// objective

Domination

Capture and hold map control points. Your team's score ticks up while you hold them. Match ends when one side reaches 6000 or when the 5:30 timer expires (higher score wins). Confirmed maps include Upper platforms.

// elimination

Team Deathmatch

Pure team-versus-team combat. Score accumulates from kills. Match ends when one side reaches 6000 or when the 5:30 timer expires (higher score wins). Confirmed maps include DMArena and Administration HQ.

Vote The end-of-match screen presents four options including a "Stay on the same map and gamemode" choice. Voting ends in ~7 seconds.
Three Confirmed Maps

The Maps

Each map is locked to a specific game mode in current rotation — pick your map, you get its mode. Three maps confirmed in v0.6.0.

// Domination

Upper Platforms

A multi-level platform arena with capture points to hold. The defining feature is open edges — large stretches have no railing, and the void below the playable surface is an instant disable. Falling off shows no killer in your death log, but still counts toward your Deaths column.

⚠ New-player trap: Avoid ledges, especially while sprinting. As Sniper (175 resistance, lowest in the roster) you cannot survive any out-of-bounds fall. Hold positions inboard of the platform edge.
// TeamDeathmatch

DMArena

A tighter close-quarters map — orange/yellow industrial palette, enclosed corridors, and elevated walkways stacked together. Engagements stay dense; most takedowns happen at 5–15 meters. Enforcer's 60-round EnfExt210 shines here for sustained close-range pressure. Sniper viability is lower than on Upper Platforms because sight lines are short and cluttered.

// TeamDeathmatch

Administration HQ

An interior corporate facility — clean white tiles, blue floor accents, and long sight lines through atrium rooms and structured corridors. The opposite of DMArena: it favors Sniper because vantage points support 30–50 meter shots. Watch the blue floor strips; they often mark the exact line-of-sight enemies pre-aim.

Vote panel Three maps × two modes is the full v0.6.0 rotation. The end-of-match vote always shows four cards: three are the options above, the fourth is a “Stay on the same map and gamemode” choice to repeat the current match.
Complete Keybinds

Controls Reference

Default keybindings as shown in the in-game options screen. All keys are remappable via Settings → Key binds.

ActionKey
MoveW A S D
SprintLeft Shift
Jump / ClimbSpace
CrouchZ
DashC
Shoot (primary)Left Click
Aim / ScopeRight Click
ReloadR
Melee punchF
Primary abilityX
Secondary abilityG
Hack object (hold)Q
Grab itemE
First weapon slot1
Second weapon slot2
Switch camera shoulderLeft Alt
Around the combat

Match Flow & Systems

Everything that surrounds the actual shooting — how you find a lobby, what kill feed terms mean, how SR builds your Account Level, and what the daily targets ask for.

// matchmaking

Lobbies & Regions

Two ways to join. Main menu PLAY auto-matches; the Server Browser icon next to it lets you pick a specific lobby. Each lobby shows Room name / Gamemode / Map / Players. Capacity is 10 players (5v5). Regions include USA and Asia1 — switch from the top-right of the main menu. Online counts shown in real time (Players Online / Players In-Game).

// lifecycle

Match Lifecycle

Each match runs: WarmupTeam Select (10-second auto-join) → Deploy (pick unit, auto-deploys in 10 seconds if you stall) → 5:30 combatEnd-of-match Vote (4 options, 7-second timer). You can switch unit every respawn — no lock-in once you've picked.

// scoring

“Disables” & SR

Because units are robots, the game calls kills “disables”. Each takedown shows “Enemy disabled +40 SR”. SR (Skill Rating) accumulates toward your Account Level. Even losing earns SR — an observed defeat awarded ~380 SR. The kill feed in the top-right corner shows YOU + Teammate [weapon] Target when you share a takedown (assist).

// scoreboard

Scoreboard (Tab)

Hold Tab to see the full match scoreboard. Four columns: SR / Takedowns / Assists / Deaths. Each player's unit icon shows next to their name. Bot players are prefixed BOT with a four-digit ID — servers backfill with bots when human players don't fill the lobby.

// daily

Daily Targets & VT

Three rotating daily challenges shown on the main menu. Observed examples: Destroy 5 enemies with shotgun, Destroy enemy unit with headshot using sniper rifle, Destroy 25 enemy units. Each rewards VT (currency unit). The shotgun reference hints at a pickup weapon system beyond the four-class starter loadouts — verification pending.

// outcomes

Win & Loss

Win condition: first team to 6000 points, or whichever team has the higher score when the 5:30 timer expires. The match-end screen displays OBJECTIVE COMPLETE (win) or OBJECTIVE FAILED (loss) above the next-match voting panel.

// streaks

Destructionstreak

The game's killstreak equivalent. Consecutive takedowns without dying trigger an announcement in the chat feed: “Player is on Nx destructionstreak” — observed up to 10x. When you die, the feed shouts “X has ended Y's Nx destructionstreak” so ending a hot streak is itself a visible flex. The word is unique to this game, fitting the robot-fighting frame where “kill” isn't the right verb.

// team play

Co-op & Friendly Fire

The kill feed shows “PlayerA + PlayerB” when two teammates share a takedown — both names appear and both get credit (assist mechanic). The flip side: damaging a teammate is penalized. Scoreboard Takedowns column can show negative values (e.g. -1) when friendly-fire kills are subtracted from your tally. Don't pull the trigger when a teammate's silhouette is in the line.

Watch out Maps have boundaries. Falling off a platform or out of the playable area is an instant disable — no save, no respawn protection. The kill counts against your Deaths column. Watch the ledges, especially as Sniper (lowest resistance, no built-in escape ability).

Ready to deploy?

Destructors Online runs free in your browser. No download, no account required.

Launch on CrazyGames →