What modes can you play in TTK Testing?
The confirmed live format is public FFA testing. The developers have outlined Survival as cooperative wave play, Missions as cooperative linear operations, Quick Play as standard PVP multiplayer, and Ground War as larger objective-based PVP. Those four named modes should not be described as playable until the official live surface confirms them.

Current mode and planned directions
Separating live features from plans answers the most important question quickly. FFA is the mode players can use to learn the present gunplay, controls, leaning, sight visibility, and map routes. The broader list shows what the project is aiming toward, not a menu that is guaranteed to exist in the current build.
The official game description also mentions planned co-op PVE with squad AI, story-based scenarios or missions, and team PVP. The developer discussion gives the four named mode concepts more specific roles. Neither source provides a release date here, so there is no responsible basis for inventing an order or timetable.
| Mode or direction | Officially described purpose | Status |
|---|---|---|
| FFA testing | Current free-for-all public test | Playable now |
| Survival | Cooperative wave-based survival | Planned |
| Missions | Cooperative linear operations | Planned |
| Quick Play | Standard PVP multiplayer | Planned |
| Ground War | Larger structured objective-based PVP | Planned |
| Squad AI and story scenarios | Part of the described co-op PVE direction | Planned |
Skills from FFA that carry forward
Even without the planned modes, the current test can teach habits that should remain useful. Learn to acquire a target with M2, move between cover, use Q and E without overexposing, crouch with C when it improves the position, and swap with the number keys before you are caught empty-handed.
Do not turn that advice into a claim about future balance. A cooperative wave mode, a linear mission, and an objective PVP match can reward different choices. The transferable part is control fluency and map awareness, not a supposed universal loadout.
- Use FFA to make the confirmed controls automatic.
- Practice leaving a fight instead of remaining in the same angle after firing.
- Learn one map route and one fallback position before exploring everything.
- Keep loadout notes based on handling rather than unsupported damage numbers.
- Recheck the official update information before assuming a planned mode has launched.
Which planned mode fits your interests?
Players looking for cooperation should watch Survival and Missions. Survival is the wave-based idea, while Missions are described as linear operations. Players who prefer competitive matches should watch Quick Play and Ground War, with Ground War pointing toward a larger, objective-led structure.
That distinction is useful for following development, but it is not a recommendation based on hands-on access to those modes. Until they appear in the live build, the best next step is to learn the current FFA test and check official sources for a status change.
- Choose Survival to follow the planned cooperative wave concept.
- Choose Missions to follow the planned linear co-op operation concept.
- Choose Quick Play to follow standard PVP plans.
- Choose Ground War to follow larger objective-based PVP plans.
- Treat every one of these as planned until the live game says otherwise.
A second vocabulary, not a rename
Last checked: October 25, 2026. The sections above keep Survival, Missions, Quick Play, and Ground War as planned directions from the developer discussion, and they keep the public test as FFA with a 12-player cap. The June 2, 2026 DevForum post uses a different set of words. It says the game then had PVP multi-mode and customization. It marks CQB PVP as in the game. It names co-op missions and hostage rescues, and Big PVP with vehicle transport and long-range shooting, as core modes. The same post's "currently PVP" line keeps co-op out of the live column for that date. Big PVP does not get the "in the game" mark CQB gets.
This page will not decide that Survival equals hostage rescue, that Ground War equals Big PVP, or that Quick Play equals CQB. The sources do not say so. The planned modes page is the longer table. Use it when a video treats every name as one menu. The October 25 genre label, Deathmatch Shooter, agrees with the public FFA reading and does not erase the June sentences. Genre is a catalog field. It can sit still while a team builds something else.
The official description's intent line — co-op PVE with squad AI, story breach missions, team PVP — is a third wording. Story breach missions rhyme with the June mention of door kicking. Team PVP rhymes with Big PVP. Rhyme is not identity, so the rows stay split. Door kicking and lockpicking remain feature names without keys, not playlists. The published inputs are still M1, M2, C, Q, E, the number keys, and P. Practice those in the live test. They transfer without requiring the future mode to exist. The glossary defines PVE, PVP, CQB, and FFA the same way.
No release order and no player count besides maxPlayers 12 is available for the planned names. Do not borrow 12 as the size of Ground War or of Big PVP. Twelve is the experience cap on the October 25 read, and the 10-server sample only rechecked that cap. A future mode could be described as larger without a number we are willing to invent. The changelog is where a later confirmation should land, as a new dated row, not as a quiet edit that pretends the plan was always live.
What to queue tonight
Queue the public test the client offers for place 120189115846709. On the evidence this wiki will defend, that is a deathmatch-style match with a 12-player maximum, the thing these pages call FFA. Do not wait for Survival, Missions, Quick Play, Ground War, hostage rescue, or Big PVP to appear in a fan countdown. If a button with one of those names is on your screen, write the name and the date and treat your eyes as a lead, then tell us if you want the table updated. Until that button exists for you, practice aim, fire, crouch, lean, swap, and helmetcam. The training page is the session. The glossary stops you calling every name the same mode.
Team PVP and squad AI remain description-level intent. They are not a party finder on this site. A Discord that claims to host the co-op test early is still an unverified Discord. The invite status does not change because a mode is popular. Vehicle transport is a Big PVP phrase from June 2, not a vehicle you should look for in the FFA vote. Long-range shooting in that phrase is not a damage falloff table. Leave both on the planned modes page until the live menu catches up in words you can read.
What still transfers if a mode arrives later
Aim, fire, crouch, lean, swap, and a readable sight transfer to any mode that uses the same controls. A hostage rescue would add teammates and an objective this public test does not document. Big PVP would add the vehicles and long-range fights named in June, which this FFA habit list does not simulate. So the honest preparation is the training session, not a homemade mission. When the live description promotes a plan into the current column, the changelog should gain a row that quotes the new sentence. Until then, Survival, Missions, Quick Play, and Ground War stay planned, and CQB PVP stays a June 2 in-game label rather than a promise about tonight's button.
Players who only remember one rule from this page can remember the column. If the official text says the mode is in the game or the client shows it, it is current for that date. If the text says core, intent, or planned, it is not a queue. The October 25 genre, Deathmatch Shooter, supports the FFA column. It does not clear the other column. Re-read both after the updated field moves, because a weekly update can change a menu without changing this H1.
The button on your screen outranks a nickname
If the client says a word that is not in our table, write that word down. Our FFA label is a description of the public deathmatch test, not a requirement that the button use those letters. CQB PVP is a June 2 label, not a correction of your screen. When the two differ, keep both and date them. Mail hello@ttktesting.com only if an official description sentence, not a button you saw once, should change a public row. A single session is a lead. The sentence is the source.
Use one column tonight
Play the column marked current: the public deathmatch-style test, up to 12 players. Read the other column as a watch list. If you catch yourself grinding a planned mode that has no button, stop and open training. The buttons you can press tonight are the PC controls, not the mode names. That split is the useful version of this entire article.
How this page compares / what we won't publish
This page separates the public test you can play from mode names that are still directions: Survival, Missions, Quick Play, and Ground War in the developer discussion this wiki already summarized, beside the live deathmatch-style queue. We will not publish those names as if a patch note had turned them on. We will not give Ground War or any other plan a player count. The only cap we cite is the experience maximum of 12 from the October 25, 2026 API read, and that figure describes the cap we checked, not a future lobby.
Competitor roadmaps often collapse the official intent line and the June 2, 2026 DevForum post into one schedule. Co-op PVE with squad AI, story breach missions, team PVP, hostage rescue, and Big PVP with vehicles and long-range shooting are real sentences. They are not one mode, and they have no ship date here. The roadmap page lines them up against what is live and links the longer argument on planned modes. We also will not publish a mode-specific weapon tier, an FFA-only attachment list, or an advanced bind that appears only after a mode we cannot queue. Builds and advanced controls apply to the match the client actually started. Expired codes stay off the mode table. A title change is not a mode launch. If the client gains a button, the update belongs in a dated row, not in a rewritten memory of today's queue.