
Block District
Streets and a central plaza.

A concise guide to playing, collecting and trading.
Deathmatch is a browser shooter with free-for-all battles, military operators and collectible weapon finishes.
The player with the most kills wins. Fewer deaths break a tie. Enter from Play, find a match and stay until the result screen.
Base health is 150 HP; operator benefits can raise it to 158 HP. Kills restore up to 15 HP, without exceeding your equipped maximum.
| Action | Control |
|---|---|
| Move | W A S D |
| Shoot / aim | Left / right click |
| Reload | R |
| Switch weapons | 1 / 2 / 3 |
| Jump / sprint | Space / Shift |
| Pause and release mouse | Esc |
VX-7
PX-9
K-01Values below are base stats. Equipped skins can modify weapon damage, reload and recoil.
| Weapon | Body damage | Magazine | Reload |
|---|---|---|---|
| VX-7 | 20 | 30 | 2.2 sec |
| PX-9 | 8 | 12 | 1.5 sec |
| K-01 | 30 | — | — |
At launch, DMT will be Deathmatch’s real onchain token, tradable from day one and usable for cases, skins and player trading.
DMT currently uses an internal game balance. Web3 features are still in development.
Up to 9,925 DMT per UTC day from matches, including skins and x2, plus up to 75 DMT from one daily spin: 10,000 DMT in standard rewards.
Player sales move existing DMT and are outside the standard reward cap. Tournaments use their own published prize budgets.
At launch, DMT will be Deathmatch’s real onchain token, tradable from day one and usable for cases, skins and player trading.
DMT currently uses an internal game balance. Web3 features are still in development.
| Source | Reward |
|---|---|
| Account activation | 30,000 DMT · once per account |
| Matches | Up to 9,925 DMT per UTC day |
| Daily spin | 25 or 75 DMT when a DMT prize is drawn |
| Market sales | Sale price minus the 5% fee |
A valid match pays 15 DMT + 3 per rewarded kill + 2 per headshot kill + 10 for first place. At least 45 active seconds are required; at most 20 kills count. The daily match cap includes x2.
Only the highest equipped DMT bonus applies once per completed, eligible match. Fractions accumulate. The 9,925 DMT daily cap includes skins and x2; x2 does not multiply the skin bonus.
Use the free daily spin in Shop. The next spin unlocks 24 hours after your previous one. Prizes can be DMT, a skin, a case or an x2 bonus.
It boosts three paid match rewards, within the 9,925 DMT daily match cap. A charge is consumed only if extra DMT is paid.
| Prize | Drop chance |
|---|---|
| 25 DMT | 30% |
| 75 DMT | 18% |
| Toxic Circuit | 20% |
| Woodland scout | 12% |
| Patrol case | 9% |
| Recruitment case | 6% |
| DMT x2 · 3 matches | 3% |
| Veteran case | 1% |
| Squad case | 0.6% |
| Elite case | 0.25% |
| High Command case | 0.1% |
| Jade Relic | 0.03% |
| Polar guard | 0.02% |
At launch, activate your account for US$1 and start with 30,000 DMT.
The sign-in signature proves ownership of your wallet. Never share your recovery phrase.
Mobile QR login is not available yet. Use a compatible browser wallet.
Yes. Weapon finishes can improve damage, reload and control; operators can improve health and movement. Check each item's declared combat and DMT bonuses.
At launch, a compatible wallet will be required to activate your account and use DMT.
24 hours after the previous spin, rather than at local midnight.
Equip skins in Inventory. Weapon finishes can improve damage, reload and control; operators can improve health and movement. Combat and DMT bonuses scale with rarity and are shown before buying.
Weapon and operator cases contain one random cosmetic. Select a case to see its complete drop table and price.
Planned: free and paid cosmetic mints. Free campaigns use play-earned eligibility; paid editions publish their content and price before minting.
Rarity scales combat and DMT benefits. Each item shows its bonuses before purchase; rarity does not guarantee a financial return.
The waitlist publishes eligibility, mint dates, supply and per-account and per-wallet limits. A free mint may still have network costs.
Weapon and operator cases contain one random cosmetic. Select a case to see its complete drop table and price.
Every opening uses independent probabilities. A duplicate is another copy, and an owned case opens without paying its shop price again.
Or use one owned case






Each opening is independent. Rarity does not guarantee a resale price.
Or use one owned case






Each opening is independent. Rarity does not guarantee a resale price.
Or use one owned case







Each opening is independent. Rarity does not guarantee a resale price.
Or use one owned case






Each opening is independent. Rarity does not guarantee a resale price.
Or use one owned case








Each opening is independent. Rarity does not guarantee a resale price.
Or use one owned case






Each opening is independent. Rarity does not guarantee a resale price.
Equip skins in Inventory. Weapon finishes can improve damage, reload and control; operators can improve health and movement. Combat and DMT bonuses scale with rarity and are shown before buying.
Open cases, win daily prizes or buy from another player. Duplicates are separate copies you can keep or sell.

No helmet

Military helmet

Tactical helmet

Tactical cap

Military beret

Military helmet

Military helmet

Field cap

No helmet

SERVICE COLLECTION

HAZARD COLLECTION

POLAR COLLECTION

FORGED COLLECTION

AFTERBURN COLLECTION

DEATHMATCH COLLECTION

SUGAR COLLECTION

TIDAL COLLECTION

SOLAR COLLECTION

CONSTRUCTION COLLECTION

CRIMSON COLLECTION

ARCADE COLLECTION

VAULT COLLECTION

PRISM COLLECTION

CASE EXCLUSIVE

CASE EXCLUSIVE

CASE EXCLUSIVE
Compete in daily, weekly or special kill rankings. Only eligible completed matches and server-verified kills against human players count.
The administrator sets the dates, rules and prizes before opening each event. Published prizes are reserved from a fixed internal-DMT fund recovered from completed market fees.
Players choose their prices. A sale needs another buyer; listed copies remain reserved until sold or cancelled.
The fee is 5%, rounded up to a whole DMT. A 1,000 DMT sale leaves 950 DMT for the seller.
Opening a case does not refund its cost. Sale proceeds may be lower or higher than what you paid; fees reduce the result.
Choose an offer and pay with DMT. The cosmetic moves to your inventory.
List a copy at your asking price. Once it sells, you receive DMT minus the fee.
The fee is 5%, rounded up to a whole DMT. A 1,000 DMT sale leaves 950 DMT for the seller.
A listed copy stays reserved until it sells or you cancel. Cancelling an unsold listing is free.