This page is dedicated to all game modes in Phantom Forces.
Looking for a place to share tips and tricks? Check out the Community Gamemode Strategy page.
Team Deathmatch

Round display for TDM.
As no points are awarded for special objectives in this mode, this mode could be considered the worst way to farm experience. At the same time, however, Team Deathmatch encourages spreading out across the entire map, hunting down single enemies to quickly eliminate them before they can eliminate the player's teammates. This also makes Team Deathmatch one of the hardest gamemodes to recover from if a team is losing, as it relies on scoring kills and not dying, whereas other gamemodes feature ways to "catch up" with opponents who are winning.
A round of Team Deathmatch will last 15 minutes, or until a team reaches a total of 200 kills.
Flare Domination

Round display for Flare Domination.

An unclaimed flare in Flare Domination.
A round of Flare Domination will last 15 minutes, or until a team reaches a total of 250 points.
King of the Hill

Round display for KotH.
Where King of the Hill differs is that it is an "attrition" style of gamemode. Teams start off with 600 points, cannot regain points, and will only lose them. The team that owns the hill will bleed one point from the enemy team every ten seconds, but up to 3 players can remain on the hill to dramatically increase the rate at which the enemy team will bleed points. Kills will remove 1 point from the enemy team.

An unclaimed hill in KotH.
- no players: 5 points per 10 seconds
- one player: 10 points per 10 seconds
- two players: 20 points per 10 seconds
- three players: 30 points per 10 seconds
Capture the Flag
Capture the Flag (CTF) is an objective-based game mode. Two flag bases are placed, one in each team's spawn area. A flag, represented by a glowing suitcase, is attached to each base. Players must collect the enemy flag and return it to their base to score a point.
A flag carrier is highly vulnerable. There is a 15 second grace period where they will not be visible to everyone, but the indicator will still be visible above them, meaning that if someone has line-of-sight, they will be able to see the "Stolen!" indicator above the enemy's head. Once the timer expires, the carrier will be visible through all walls with the "Stolen!" indicator. Allies will get an indicator to defend their runner. If a runner dies, they will drop the flag directly on the spot that they die at. A team can reclaim their own flag instantaneously just by touching it, but it will automatically return to its base if nobody claims it after 30 seconds. If another runner claims the flag before the owner's team collects it again, they will have a 15 second grace period, just like if they had picked it up from the base.
Once a flag is returned to its base, it will be claimed and net the team a point, but only if the team still has their own flag. If both teams are holding onto their enemy's flag, a stalemate situation will result where neither team will be able to capture unless they reclaim their flag.
A round of Capture the Flag will last 15 minutes, or until a team captures 5 flags.
Kill Confirmed
Kill Confirmed (KC) is TDM with a twist. The same rules of engagement apply - kill your enemies before they kill you. However, enemies no longer award points directly. Players must collect the glowing dogtags of the enemies they kill in order to score for their team.
Rewards for kills are reduced to 50 points. Claiming an enemy dogtag, regardless of who the kill was made by, awards the collecting player 100 points. If an enemy dogtag is claimed by an ally, the killer is awarded with 20 points for their time. Assists are not adjusted, meaning that it is possible to gain more experience from an assist-as-kill compared to a normal kill in other modes (a kill is 50 points, collecting a dogtag is 100 points. Since assist-as-kills only apply when dealing 51 points of damage or more, this means any assist-as-kill where the player collects the dogtag from the assist-as-kill will earn more than the 150 point base.)

The dogtags that drop from players.
A round of Kill Confirmed will last 15 minutes, or until a team reaches a total of 150 kills.
Gun Game
This content is only available in a VIP server.
This content can no longer be accessed in a public server. However, for owners of VIP servers, they may access it through chat commands or other exclusive server control functionality. |
Gun Game is a fast paced gamemode designed to test one's adaptability and mastery of various weaponry. Each and every weapon is a complete unknown until it is obtained, and it could be the perfect combination of attachments, a bone-stock weapon, or the worst possible combination of attachments.
At the start of a round of Gun Game, a random list of guns with random attachments will be generated. Players will start off with the first weapon, no secondary weapon, and the melee weapon from their currently equipped loadout. They will also have three frag grenades, as normal. They must then kill enemy players on the opposing team in order to rank up their weapon rank. Upon a successful kill, they will be awarded the next weapon in the list. Players that are killed do not drop their weapons.
Once the final weapon is reached, a kill with that weapon will leave the player with only a knife, overriding any other melee weapon the player might have equipped. They must then get a kill with the knife to ensure victory. Opponents will be given fair warning in the chat, as the final five weapon kills will produce a console message.
A single "point" is gained for each kill or assist-as-kill, though it is not tracked. A single point is lost every time the player is killed by a melee weapon. This gamemode can have as many or as few points as the VIP server owner dictates, though a round can only last 1 hour.
As of Update 4.5.3 (Summer Update #3) Gun Game is available for all up-to-date public servers, but only for a limited amount of time.
Infection
This content is only available in a VIP server.
This content can no longer be accessed in a public server. However, for owners of VIP servers, they may access it through chat commands or other exclusive server control functionality. |
Infection is a game mode originally exclusive to the Halloween 2019 update. It is a survival mode, pitting Phantoms versus Reapers.
At the beginning, everyone is a Phantom, but one player will be chosen to be Patient Zero, an incredibly powerful Reaper. The Phantoms must survive until extraction arrives in the form of teleporters. The Reapers must eliminate every Phantom they can before they all teleport away.
A Reaper from back side view

A Teleporter where that Phantom needs to get in before they get killed by the Reaper.
In the final minute of a round, teleporters will spawn around the map. These teleporters spawn at the positions used in Flare Domination. Phantoms must get to these teleporters to extract themselves from the map. It takes five seconds for a player to extract themselves from the map. This delay means that it is possible for a Reaper to stop a Phantom from extracting. Once they extract, they will remain on the Phantoms team, but will be unable to spawn.
The Reapers will achieve victory if they kill all Phantoms or if a Phantom is still on the field when time runs out. The Phantoms will achieve victory if all surviving Phantoms escape using a teleporter.
During the Halloween 2019 event, if a player were to extract as a Phantom, they would be rewarded with the exclusive melee weapon, the Reaper (melee).