Iron Rebellion Game Modes and Match Types
- Justin spice
- 2 days ago
- 4 min read
There are several different game modes you’ll encounter in Iron Rebellion, each offering a different style of combat and team strategy. Some modes focus on controlling objectives, while others are all about pure combat and kill counts. This guide breaks down the most common match types so you know what to expect when you jump into a lobby.

Conquest
Conquest is the most commonly played mission type in Iron Rebellion. Each team begins the match with a set number of points (often referred to by players as tickets). These points are gradually lost when the opposing team controls capture points or when a player on your team is destroyed. The greater the difference in controlled points between the teams, the faster the losing team’s tickets will drain. The match ends when one team runs out of tickets.

Capture points appear as large lettered markers on your HUD. Depending on the map, there may be several capture locations. To take control of a point, stand inside the capture boundary marked by grey circles on the ground.
Capture speed varies by map. Some points can be captured in just a few seconds, while others may take nearly a minute. Having more teammates inside the capture circle speeds up the process.
If both teams occupy the capture zone, control comes down to numbers. The team with more players inside the circle will push the capture progress in their favor. If both teams have an equal number of players present, the capture progress will pause.

At the top of your HUD, you can quickly check the overall match status, including each team’s remaining tickets and the current control state of all capture points. Detailed stats such as team score, player kills, and captures can be viewed through the scoreboard on your wrist menu.
Team Death Match
Team Death Match is the second most common mission type and focuses purely on combat. The objective is simple: be the first team to reach the required number of kills.
The target number of eliminations can vary depending on the map or match settings, but it is typically set to 10 or 20 kills. Your HUD will display both the kill target and the current score during the match.
One important detail to remember: team kills count against you. If you destroy a teammate, your team loses one kill from its score. The same penalty applies if you use the self-destruct function to change your loadout mid-match, so be careful when joining matches already in progress.
Uplink
Uplink shares some similarities with Conquest, but objectives must be captured in sequence. Teams must secure Point A before moving on to B, then C.
In this mode:
Red team is always the attacking team
Blue team is always the defending team

The attacking team wins by capturing all available points. The defending team wins if they successfully hold the objective until the attackers run out of tickets. Each time an attacking player is destroyed, their team loses a ticket. Remaining tickets are displayed at the top of the HUD.
Capturing an Uplink point requires interacting with the objective rather than simply standing inside a zone. When you approach a capture point, you’ll hear an audio cue and see your uplink panel illuminate.

To begin the capture process, use the Push/Pull function on your pickup lever. The system will give you a randomized sequence of Push or Pull actions, indicated by the illuminated Align marker. Successfully completing the sequence activates the capture. If you make a mistake, the sequence resets and you can try again.
Once activated, the defending team has a brief window to interrupt and reset the capture using the same method. If they succeed, the objective returns to its previous state and the battle continues. If time runs out, the attacking team secures the capture and the next objective unlocks.
Tip: When playing this mode, it's common for the host to play one round, then swap the teams from red to blue and play the same map again so everyone gets a chance to attack and defend.
Death Match / Free For All (FFA)
Death Match, also known as Free For All, is a chaotic battle where every player fights for themselves. There are no teams in this mode.
The objective is to score the most kills within the time limit, which is typically 10 minutes. Players spawn at random locations around the map and can choose any loadout they prefer.
Your HUD displays both the remaining time and the current scoreboard so you can track your progress against other players.
Gun Game
Gun Game is another Free For All mode, but with a unique twist. All players start the match in the same unaugmented mech class, which is randomly selected when the match begins.

Everyone begins with the same weapon. Each time you secure a kill, your weapon automatically upgrades to the next one in the sequence. The challenge is adapting to each new weapon as it appears.
The first player to score a kill with every weapon in the rotation wins the match.
Your HUD will display both your current score and which weapon is coming up next.
Iron Rebellion is a VR multiplayer sci-fi mech shooter SIM that puts you in the pilot’s seat. Customize your mech, control every system from inside the cockpit, and face other players in fast-paced, tactical PvP battles.
The Iron Rebellion FAQ guide was created by community member, GenericBeard, as part of a larger community guide on Steam. You can read the rest of the guide here.



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