Shot Back
SPAWN ISLAND 1v1 · 2v2 · 3-WAY · 4-WAY
KNOCKBACK ARENA

THE RIFT

Walk onto a pad to join a match.
Watch from the deck between games.

Shot BackTHE RIFT
READY
ROUND 01
HITS PUSH · FALLS ELIMINATE
PUBLIC LOBBY

ENTERING THE RIFT

Connecting you to the lobby.
No party or room code needed.

WASD · RIGHT-DRAG TO LOOK · SPACE TO DASH
MOVE
DRAG TO LOOK & AIM
WASDMOVE⊕RIGHT-DRAG TO LOOKESC PAUSE
BLASTER CUSTOMS

LASER SHOP

150COINS
LASER COLOR

Classic

THE COLLECTION

6 COLORS

Earn 25 coins per completed match.
Win for 75 bonus coins.

150 starter coins · Purchases save in this browser.
Colors only. Every laser has the same knockback.

How to play

Spawn island: you enter a public lobby automatically. Walk onto a match pad: 1v1, 2v2, 1v1v1, or 1v1v1v1. MATCH PADS offers the same queues as buttons. Each rectangle holds one player. Opposite sides face off; in 2v2, the two spots on the same side form a team. Stay on your tile while the countdown runs. Walking off or choosing LEAVE PAD cancels your queue. Each pad has a Players/Bots selector in MATCH PADS. Players waits for people; Bots fills empty arena spots. You can change an empty pad or one only you occupy. Computer-controlled visitors have a small BOT label.

Rounds: 1v1 and 2v2 are first to 5 round wins. A round continues until one player or team remains; that side earns one point. Everyone respawns on a fresh arena after a three-second break. A double knockout awards no point. Your camera never follows an opponent. In free-for-all matches, falling returns you to the spawn island, where you can walk to the viewing deck.

Move: WASD or arrow keys. On a phone, use the left stick. Movement follows your camera. You can still steer after being hit, including in the air.

Aim: point the mouse at the floor or a player’s body, or right-drag to look and aim. On a phone, drag the view. The tiny white crosshair is on your screen. Your blaster’s laser shows where the explosion will happen. Your aim does not snap to or track players. The laser hits the exact surface under your crosshair. Aim a little inside another player to push them toward the edge. A direct body hit adds 12% knockback.

Dash: Space, Shift, or the DASH button. Move in the direction you want to dash. Each round starts with one dash. In midair, dashing brakes your drift so you can recover onto an island or bridge. A direct hit on another player recharges a spent dash once. You cannot dash during the lock.

Fire: automatic. Aim for 10 seconds every round while other players and bots are hidden. Everyone then appears and freezes while all lasers are shown for 5 seconds. All shots fire together.

Win: knock your opponents into the rift. In 1v1 and 2v2, the last player or team standing wins one round, and the first to five round wins takes the match. Individual knockouts do not award extra team points. Hits launch players upward and outward; there are no health bars. Landing on an island or bridge is safe. Cracks between islands are real gaps. Touching the rim does not eliminate you. You can steer toward solid ground while airborne. If you miss solid ground on the way down, your character falls into the void before being eliminated. The arena shrinks from the third shot cycle and resets between scored rounds. 1v1 and 2v2 continue until a side wins; free-for-all matches can draw after 15 shot cycles.

Camera: right-drag sideways to turn, or up and down to change the angle. Scroll to zoom between the closest and farthest limits. On touch screens, drag to look and pinch to zoom. Q / E also turns the view. Open VIEW for angle and zoom sliders or RESET CAMERA. You can move the camera while shots are locked. Third person is the default.

Pause: Escape or PAUSE. Local matches pause when you switch tabs. Online matches keep running while the menu is open. Returning to the hub keeps your lobby connection.

Online: public lobbies connect automatically with up to five human players, plus computer-controlled lobby visitors. LOBBY contains optional private rooms and invite links. While another match is running, explore the hub or queue for the next game. If the host leaves, public players reconnect; the old match ends. If multiplayer cannot connect, local bot matches still work. Public connections retry between matches.