Infinite Insanity

Guard the key. Hunt the key.

A 5v5 tactical shooter made for mobile. First team to five rounds wins.

One reactor, One key

One reactor sits in the middle of the map. Only one key can shut it down.

  1. 10seconds Key hiddenIt lands at a random spot ten seconds before the buy ends.
  2. Allround AttackersThey see it on their map all round while it lies on the ground.
  3. 20seconds DefendersThey see it for twenty seconds in all, then have to track it down.
  4. 5seconds Key droppedIf its carrier dies, the key drops and its spot flashes for five seconds.

Five attack, five defend

Five attackers lit orange on the left, one of them holding the key, and five defenders lit cyan on the right, split by an orange stroke.

Five attack

Guard the key or bait the hunters away from it. Your map shows it all round while it lies on the ground.

Five defend

Track it down, take it and hold a five-second channel at the reactor before the clock runs out.

First team to five rounds wins. Sides swap after four rounds, and a 4-4 match goes to overtime.

The Reactor Assault Arena minimap: a round island with the reactor in the middle and ten bases around its edge.

How a round plays

  1. 01

    Buy

    Both teams are locked in their bases for 45 seconds: walk, jump and shop, no shooting.

  2. 02

    Key hidden

    With ten seconds of the buy left, the key lands at a random spot, and everyone sees where.

  3. 03

    Live

    The clock starts at 100 seconds. Defenders keep the key on their map for ten more seconds.

  4. 04

    Track it down

    Then it is gone from the defenders' map. Attackers still see it, and guard it or bait the hunters away.

  5. 05

    Carry

    A defender takes the key toward the reactor. A carried key never shows on the attackers' map.

  6. 06

    Channel

    Five seconds at the reactor, exposed. Damage does not stop it; dying or moving does.

  7. 07

    Shutdown

    The reactor shuts down and the defenders take the round.

Defenders win

Finish the shutdown before the clock runs out. Downing every attacker is not enough.

Attackers win

Run out the clock, or put every defender down.

Every round

One life each. No respawns.

Buy your build, any time

130 cards in four Schools, bought with the cash you earn any time, even mid-round. Selling gives 40% back. Here is a mid-match wallet: build something.

Cash 2,400 cash
Actives 0 of 3
  1. Empty
  2. Empty
  3. Empty
Passives
0
Overclocks
0
Build worth
0

Resonance 0 of 3Damage bonuses count in full to +75% (from +50%) and cap at +125% (from +100%).

The ability shop in a match: Surge, Bulwark and Flux cards with their prices, the cash readout and three empty active slots.
The shop in a match. Buy or sell any time.
Passives
150 to 350As many as your cash buys, kept all match.
Overclocks
350 to 900The strongest passives.
Actives
300 to 1,500Three at most, and you trigger them: drop a Turret, raise a Barrier Wall, sweep with Sonar, Reboot a teammate.
Resonance
Three passives or actives of one School break its limits. Overclocks never count.

No invisibility, no teleporting, no free escape. Abilities set up the fight. Your aim finishes it.

16 guns, each with a name and a temper

Assault rifles, SMGs, pistols, sniper rifles and a pump shotgun. Everyone starts every match with the same pistol; the rest you buy with cash in the buy phase, and a gun sells back for 40%.

Assault rifle275

Thresher

The heavy rifle that wins trades.

Thresher, assault rifle
Damage
50.4per hit
Fire rate
500rpm
Magazine
25rounds
Headshot
×2.0damage
Bullet speed
900m/s
Range
100m

Time to kill up close

0.48 s5 body hits at 500 rpm

Headshots: 3 hits, 0.24 s

Against 250 health, no armor, every shot landing at point blank. Hits = 250 ÷ damage, rounded up; time = (hits − 1) × 60 ÷ rpm. Bullet flight time not counted.

Damage over distance

Body damage per hit, from the gun's falloff steps out to the range where its bullets expire.

    Bullets are real projectiles

    They leave the muzzle, take time to arrive and lose damage over distance. Shown slowed down, with the real times.

      Built for touch

      Move, resize and fade every button until the layout fits your hands. Drag the ones on this screen.

      A live match in Infinite Insanity on a phone held sideways: minimap, cash, the round clock, health and ability slots, with the touch controls on top.

      Selected: Fire

      Pick a control, then drag it or move it with the arrow keys. Hold Shift to move it further.

      Aim it yourself

      Third-person, manual aim. One joystick, swipe to aim, gyro if you want it.

      Drop out, come back

      Lost signal, or the app got closed? Open the game again and you rejoin the match in progress.

      Training Grounds

      Try any card on demand against bots that never die, and learn each gun's recoil on the range.

      Fair by design

      Same health, same pistol

      Everyone starts every match with 250 health and Pocket Change, the same free pistol.

      Money buys no edge

      Nothing sold for real money adds damage, health or speed.

      Ranked seasons

      Ranked opens once you have ten matches behind you. Seasons run eight weeks, with a ladder to climb and season titles and frames to keep.

      1. Ultimate Legends at 3,500 or more, in the top 500 of their region
      2. Legend From 3,200 rating
      3. Master divisionsIIIIII
      4. Elite divisionsIIIIII
      5. Vanguard divisionsIIIIII
      6. Iron divisionsIIIIII
      7. Noob divisionsIIIIII

      Squad up

      Add friends by username and party up with up to four of them. Queueing alone? Matchmaking fills your team.

      1. You
      2. Friend
      3. Friend
      4. Friend
      5. Friend

      Make it yours

      Dress your guns in skins

      Pick a set and see its wrap on the rifle: Deep Reef, Graffiti Riot, Prism Drift or Sakura Storm.

      The character creator: a list of slots from headwear and helmet to vest and belts, pants and backpack, beside a soldier in a cap, field jacket and pouch vest.

      Your soldier, piece by piece

      Pick the headwear, helmet, face, top, vest and belts, hands, pants, hips and backpack.

      The Battle Pass: a free track and a premium track of rewards, tier by tier.

      Battle Pass

      Daily and weekly quests feed a Battle Pass with a free track and a premium track.

      Diamond packs are in-app purchases, and nothing they buy makes you stronger.

      Shut it down

      Carry the key to the reactor and channel for five seconds. Move or go down and it stops.

      Round won.

      Four more for the match.

      Press and hold for five seconds with the mouse, a finger, Space or Enter.