Three-faction King of the Hill for up to 128 players. A wandering Strong Point drags the fight across the hill. Cash and rank persist across every match, spent in a full in-game shop.
69E61582959267EB
Ranking
Rising#421522.9
1Serversrunning this mod
0Observed players nowon servers reporting this mod
22Estimated player-hours (partial)Partial 7-day data (79% coverage)
Deployment46th45.7ahead of 46% of tracked mods by servers running it
Activity40th40.3ahead of 40% of tracked mods by play on those servers (partial 7-day data)
Popularity43.6deployment and activity combined (partial 7-day data)
How those 1 installs happen100% traced
Required by another mod1
Last 30 days
Servers, last 30 days
1 latest6 peak, 19 Sept0 low, 17 Oct
840
19 Sept4 Oct19 Oct
Servers reporting the mod in each hourly observation. Last 30 days.
Daily values
Servers, last 30 days, one row per day (UTC)
Day
Last
Peak
Low
Obs.
19 Sept
6
6
5
2
20 Sept
5
6
5
24
21 Sept
3
5
3
24
22 Sept
3
3
3
24
23 Sept
4
4
3
24
24 Sept
3
3
3
24
25 Sept
3
3
3
24
26 Sept
3
3
3
24
27 Sept
3
3
3
24
28 Sept
3
3
3
24
29 Sept
3
3
3
24
30 Sept
3
3
3
24
1 Oct
3
3
3
24
2 Oct
2
3
2
24
3 Oct
2
2
2
24
4 Oct
2
2
2
24
5 Oct
2
2
2
24
6 Oct
2
2
2
24
7 Oct
2
2
2
24
8 Oct
3
3
2
24
9 Oct
4
4
3
24
10 Oct
4
4
3
24
11 Oct
4
4
4
24
12 Oct
4
5
4
24
13 Oct
3
4
3
24
14 Oct
2
3
2
24
15 Oct
2
2
2
24
16 Oct
1
2
1
24
17 Oct
0
0
0
24
18 Oct
1
1
0
24
19 Oct
1
1
1
22
Observed players, last 30 days
0 latest6 peak, 10 Oct0 low, 19 Sept
840
19 Sept4 Oct19 Oct
Sampled player counts on servers reporting the mod; not unique players. Last 30 days.
Daily values
Observed players, last 30 days, one row per day (UTC)
Day
Last
Peak
Low
Obs.
19 Sept
0
0
0
2
20 Sept
0
1
0
24
21 Sept
1
1
0
24
22 Sept
0
2
0
24
23 Sept
0
1
0
24
24 Sept
0
0
0
24
25 Sept
0
0
0
24
26 Sept
0
0
0
24
27 Sept
0
0
0
24
28 Sept
0
0
0
24
29 Sept
0
0
0
24
30 Sept
0
0
0
24
1 Oct
0
0
0
24
2 Oct
0
0
0
24
3 Oct
0
0
0
24
4 Oct
0
0
0
24
5 Oct
0
0
0
24
6 Oct
0
0
0
24
7 Oct
0
0
0
24
8 Oct
1
2
0
24
9 Oct
2
3
0
24
10 Oct
6
6
0
24
11 Oct
0
1
0
24
12 Oct
0
1
0
24
13 Oct
0
2
0
24
14 Oct
0
1
0
24
15 Oct
0
0
0
24
16 Oct
0
0
0
24
17 Oct
0
0
0
24
18 Oct
0
2
0
24
19 Oct
0
1
0
22
Calculated Oct 19, 2026, 9:10 PM UTCDerived from observed server and mod activity. Trend positions describe recent observed change, not future adoption.
Summary
Three-faction King of the Hill for up to 128 players. A wandering Strong Point drags the fight across the hill. Cash and rank persist across every match, spent in a full in-game shop.
Official Workshop description
STRONG POINT
Three factions. One hill. A objective that never stands still.
US, USSR and FIA fight over a single large capture zone on Everon. Inside it sits a smaller circle — the Strong Point — which generates at runtime and slowly wanders across the zone on its own, pulling the fight to new ground every few minutes. There is no waiting for a rotation and no safe flank that stays safe.
How you win
Every tick, a fixed pot of points is split between the factions by their share of living players inside the zone. Bodies in the Strong Point itself count double. Hold it alone and you climb fast; contest it and everyone slows down. First faction to the score limit takes the match, and the server restarts into a fresh one.
Nobody scores while the zone is empty. Presence is the whole game.
Progression that persists
Cash and rank are tied to your account and follow you across every match on the server — they are never reset between rounds.
Cash is what you spend.
Lifetime XP drives a 1–100 level that is never spent and never goes down.
Both are earned together, from kills, assists, holding ground, and driving living teammates into the fight.
Your level unlocks what you're allowed to buy. Your cash decides whether you can afford it.
The shop
Open at your own base, the shop is a full storefront rather than a menu of buttons:
Weapons, ammo, equipment and vehicles, filtered by category and class
Ammo that knows what you carry — rounds that fit your current weapon are highlighted
A live view of your own soldier, with every worn item, its weight, and how full each container is
A basket with quantities and real capacity checks, so you find out before you buy, not after
Three saved loadouts per player — kit up once, re-buy it in a click
Weapon attachments, fitted and previewed on the actual weapon
Free role loadouts stay free forever. Cash buys upgrades, so a broke player or a new arrival is never stuck without a kit.
Getting around
Radio spawn trucks unlock as your faction scores — a mobile spawn point that has to be driven forward and defended, and that shows on the map only once it's genuinely usable
Vehicle keys you can hand to teammates, and take back
Automatic repair and refuel at base
Safe zones at each base, with weapons disabled, so nobody gets spawn-camped
Built to be readable
A heading-up minimap that rotates with you, showing the zone, the drifting Strong Point and which way it's moving, your nearest teammates, spawn trucks and base areas — with off-screen arrows and ranges when an objective is behind you
A full leaderboard — kills, deaths, assists, cash earned, level, players transported, and who's carrying a bounty
A bounty system: go on a streak and become worth killing
A Field Manual section in the pause menu explaining every system, readable any time
A welcome screen on first join
Server owners
Nearly everything is an attribute: score limit, tick rate, reward rates, level curve, shop catalogues per faction, zone and Strong Point radii, spawn truck unlock score, and base protection. Player progression is stored per-player on disk and survives restarts.
Scenarios
1
Strong Point - EveronStrong Point · 128 players
Three factions fight over one hill. A wandering strong point drifts inside the capture zone, dragging the fight across the terrain - hold it to score. First faction to 100 points wins. Earn cash and XP from kills, assists, transport runs and zone control, then spend it at the armoury vendor in your base. Your money and level persist across every match on the server.