Ranked
Find match pairs you with someone searching right now. The matchmaker prefers an opponent close to your rating and close to you on the map, and widens both windows the longer you wait, so a match always comes.
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Private room
Unrated. Create a room and share its code, or enter a friend's code.
How online play works
- Matching. Everyone searching sits in one queue. Once a second the matchmaker scores every possible pair by rating gap and estimated round trip, and takes the best pairs whose gap and latency fit inside both players' windows. The rating window starts at ±100 and grows 40 a second; the latency window starts at 60 ms and grows 12 ms a second, up to 300 ms.
- Latency. Before two players have exchanged a packet the only signal is where each connected from, so the estimate is distance based: roughly 1.5 ms of round trip per 100 km plus a floor, less when both hit the same edge location. The lobby then shows the real round trip once the direct connection is up.
- Rating. Elo, starting at 1200. The first ten games are provisional and move the rating fast (K 40), then K 24 until thirty games, then K 16. Leaving a ranked match after it starts counts as a loss. Private rooms are never rated.
- Netcode. Both browsers run the same deterministic simulation from the same seed and exchange only inputs over a direct peer connection, with the room as a fallback relay. Two frames of input delay and rollback for the rest, so the game stays at 60 Hz whatever the connection does.