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Galactic Overkill game modes

Three modes, three completely different games. Here is what each one wants.

Galactic Overkill is a free browser space shooter with three public modes and a private lobby for each of them. They share a ship, a control scheme and a weapon pool and share almost nothing else — the thing that wins a free-for-all will get your co-op squad killed.

Free-For-All Deathmatch

The default, and the one most people mean by "an .io shooter". Up to fifteen pilots in one arena, no teams, no friends. First to the kill target takes the match.

The tension in it is the bounty. Reach three kills and the arena is told who you are: you take fifty percent more incoming damage, you are worth bonus XP to whoever ends you, and the bots will cross most of the map to find you. So a lead is not a cushion, it is a handicap you have to fly through — which is what keeps a fifteen-player round from being decided in the first ninety seconds.

Loot crates drop every five kills across the lobby and have to be held for three seconds after you crack them open, so the map keeps generating a fight everyone can see the location of. Motherships warp in with an escort and drop three to five crates when they die.

Co-Op Wave Survival (PvE)

The same arena, but the enemies are the arena's. You and your squad hold a frontier against escalating waves out of one shared pool of team lives — so a reckless pilot is not just losing their own run, they are spending everyone's. Friendly fire is off, and every player-damage path in the game is gated on it, so you can fly through a teammate's line of fire.

Waves ramp in count, hull, speed and rate of fire, and every fifth wave sends a mothership boss. The enemy roster is not one thing repeated: swarmers, brutes, spitters, elites, dashers that stalk and then kamikaze, splitters that burst into swarmers when they die, snipers that kite and fire a telegraphed locked shot, and shielded units with a frontal arc that has to be flanked.

Between waves it becomes a different game. Farm nodes scattered across the map auto-harvest salvage while you park near them, and salvage buys repairs, ammo, perks and loadouts — or goes into repairing damaged structures to bring them back online. There is a real decision in every breather: push the frontier or fund it.

Galactic Conquest

Territory control on a hex map. Two to four teams (or a free-for-all between many small factions) fight to hold sectors rather than to top a kill feed — you win on ground, and holding sixty percent of the galaxy ends the match on the spot.

A sector flips after about five seconds of uncontested presence, and a defender standing in it reverts a partial capture in about half that. So a lone pilot can take an empty sector and cannot take a defended one. Owned sectors generate matter; matter automatically builds fleet units that fly out and fight for you, which means your map presence keeps working while you are somewhere else.

Sectors can carry structures that change what they are worth: a shipyard raises your fleet cap and production, a fortress guards itself with an auto-firing turret, a relay counts double toward dominance and speeds up nearby captures, and a nebula just prints. Which sector is worth dying for is a different answer every match.

Private lobbies — play with friends

Every mode also runs privately. Press Play With Friends, share the join code, and you get the room to yourselves. The host sets the rules rather than taking the public defaults:

Private lobbies are free and there is no player minimum. There is also a spectate option if you want to watch a match rather than fly in it.

Which mode should I start with?

Your progress in each mode is tracked separately — the career screen keeps free-for-all, co-op and conquest in their own buckets, so being good at one does not flatter the others.

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