These notes describe optional matches that run alongside the main survival world. They include arenas, races, team battles, capture-the-flag matches, vehicle contests, infection modes, and other short game formats.

Each minigame defines who may enter, what equipment is allowed, how scoring and victory work, how spectators are handled, and how players return safely afterward. The main world remains authoritative, so a minigame cannot silently duplicate rewards or leave temporary match state behind.

Separate Arena Matches

Arena matches run independently from main survival gameplay. They do not change the world state or affect core game systems. Players can join these matches for different rules and rewards without impacting their main character progress.

Battlefield Tactical Orchestration

This system manages large-scale tactical battles. Players vote on battle plans. Teams fight using squads and terrain. Objectives and fortifications are part of the gameplay. The system keeps battlefield events separate from core survival gameplay.

Bumper Boats Gameplay Rules

Players control boats in a fixed arena. They use collisions and tools to defeat opponents. The game focuses on physical interaction, hazards, and teamwork. Players vote on vehicle classes before matches begin.

Original idea came from TamBamGaming

Capture The Flag Mode

Teams compete to capture the enemy flag and return it to their base. The game uses two equal bases and includes systems to prevent stalemates. Players have limited resources to manage during play.

Death Race GameMode

Players race on roads. Off-road time causes penalties. Speed changes based on time away from road. Players may be eliminated if their vehicle is destroyed. A rear hunter system targets the last-place driver.

Drunken Master Tavern Combat

Players fight in a tavern using melee weapons. Their movement and damage change based on how drunk they are. Drinking heals but locks animations. Ghosts after death throw bottles based on what they drank.

Gladiator Combat Mode

Players fight in a 1v1 melee mode inside a quarry bowl. Each player chooses one of three hidden combat kits. The fight ends when stamina runs out or a player is defeated. Winners stay to face new challengers. The mode uses strict rules for movement, fighting, and progression.

Weapon Progression Mode

Players advance through weapon tiers by earning kills. Each kill updates their inventory with new weapons. The game ends when a player gets and uses the Golden Knife. This mode uses strict rules to control weapon progression and match flow.

Horse Jousting GameMode

Players compete in symmetrical lanes on horses. They use spears to unseat opponents. Movement is limited to each player's lane. Players cannot move backward until passing someone. Spears break after one use but return automatically. Critical hits cause immediate ejection. Matches use a bracket system for progression.

Zombie Defense Orchestration

Players defend a base from waves of zombies. One team stays on defense while another team controls the zombies. The game manages player and zombie lifecycles during a timed match. It controls resource use and team transitions. The match ends when time runs out or all players are eliminated.

LMS GameMode Orchestration

This system runs a skill-based elimination game. All players start the same and have equal chances to win. It controls match rules, player states, and game tension. The system does not save or change player data. Players are removed from play when they die. The last two players fight to the end. This keeps matches fair and predictable.

Micro Racing GameMode Orchestration

This system runs shared-world racing events with scaled-down players and vehicles. It uses existing world maps as race tracks. Physics and scale change during the race. Spectators can bet on races. The game keeps real locations but adjusts them for small-scale racing.

Aerial Combat Team Play

Teams of two players fight in a sky arena. Each team has a pilot and gunner. The game manages vehicle damage, stealth zones, and mid-air actions. Players can bailout or take over another aircraft. This system supports tactical hijacking and survival rewards.

Predator GameMode Orchestration

This system runs a stealth-based game mode. One player is the predator. Others are survivors. The predator hunts in a jungle environment. The game controls player movement, damage, and environment interaction. It manages match flow and player states.

Rocket Dodgeball Orchestration

This game mode uses explosive rockets in a divided arena. Players catch incoming rockets and throw them back. A jail system holds players who break rules. Golden payloads appear during play. The match has timed phases with increasing danger.

Rust Spleef Game Mechanics

Players use jackhammers to destroy floating platforms under opponents. The game takes place in a three-tiered arena with fire hazards. Players must avoid falling and eliminate rivals. Environmental threats appear at timed intervals. Vertical movement is key to gameplay. Win conditions are clear and balanced.

Vehicle Combat in Bowl Arena

Players race armored vehicles in a bowl-shaped arena. They must manage crashes, vehicle damage, and dismounting. AI punishes players who leave their team. The game uses modular setups for different battles.

Sniper Combat Game Mode

This mode uses structured arenas for high-altitude sniper combat. Players use bolt-action weapons only. Health and ammo are managed carefully. Scoring includes ricochet multipliers. Tactical positioning and precision shooting are key. Movement affects ammo usage. Alternate weapon rounds are allowed. The game balances engagement and skill. Survival pressure is part of the challenge. Competitive balance is maintained.

Let Spectators Join the Fun Safely

This optional service lets spectators vote, place match wagers, or use limited match-specific interactions. Each minigame decides which features are allowed. Strict limits prevent spectators from taking over the match or affecting the normal game world.

Team Deathmatch Rules

This system runs competitive team battles in a separate game mode. Teams form based on skill level. The game does not change player profiles or global server settings. Match rules are applied during play.

Stalker Survival Mode

Players survive in dark environments with limited flashlight power. They must avoid a hunter and restore electricity by fixing Fuse Boxes. The game becomes harder when few players remain. This mode uses light-based combat and survival tactics.

Trap House Escape

Players move through a maze with traps and hazards. They can team up temporarily. Dangers change during the game, including flooding or sabotage. Players must survive and reach the exit.