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Corepunk control points: capture, raids and war chests

Corepunk gameplay showing a group defending a control point against approaching enemies.

Corepunk's 15 August announcement outlined a staged rollout of open-world control points, with capture battles, monster raids and war chests arriving before the broader Game Master campaign. These were announced rules, not a timetable confirming every feature's release.

Capture and scouting

Capture depends on living players occupying the point. The announced solo time was about 45 seconds; groups capture faster. Opposing sides halt progress, while taking an owned point first requires removing the defender's progress.

Points must be discovered through scouting. The proposed map remembers a player's observations rather than broadcasting live ownership. Nearby rumors give directions, not exact pins.

Hold the circle

The announcement proposed a roughly fifteen-minute lifetime after first capture, without refreshing that timer on recapture. Holders could earn up to three chests. Surviving stronger raids improves the rewards, while enemies standing inside the circle can take the point themselves.

Escalation adds larger waves, captains, affixes and higher S-ranks. Capture times and rewards were explicitly subject to tuning.

Use the world map to study surrounding geography and the character planner to discuss group builds. Neither is a live control-point ownership feed.