Update, 26–27 October 2026. Squad deployment, weapon spacing and commitment to captures have been revised, and the southern bridge route has been repaired. The server limit remains 64 including bots. The 128-client research result uses synthetic free-for-all clients, not full Shogun AI. Read the bot changes and capacity results.
Shogun gives a team several places to fight over at once. Jade and Crimson start with three settlements each across Shogun Highlands. A group can defend a court, raid a supporting outpost or cross the mountains to reinforce teammates elsewhere. The capture rules make those smaller fights matter to the larger one.
Opening a settlement to attack
Each of the six settlements has two supporting outposts, for twelve outposts in total. An attacker must own both linked outposts, with neither contested, before neutralizing or capturing the settlement. Raiding one of those outposts can therefore stop a settlement attack and cut its forward spawn and shop supply.
Capture happens in phases. An enemy point must first be neutralized, then claimed. Each outpost phase takes eight uncontested seconds; each settlement phase takes twelve. Bringing more players into the area does not speed up the timer, and an opposing player stops progress.
Cutting supply does not automatically transfer the settlement. It stays with its owner until an attacker takes it. That gives a smaller group a useful task outside the main capture circle: interrupt the attack or its support without first defeating everyone at the settlement itself.
Buying equipment for a life
Every player starts with 150 gold. Players earn income away from supplied buy zones, along with territory income and capture rewards. Gold can buy a bow, stars, impact grenades, a net or shadow access. Shogun has no railguns.
Gold survives death, while purchased equipment does not. The shop is available during the ten-second respawn wait and at supplied friendly camps. Buying shadow access gives that life regenerating throws, with the normal six-second recharge, rather than requiring a purchase for every throw.
Turning territory into a win
Both teams start with 400 tickets. Deaths cost tickets, and the team holding fewer settlements loses additional tickets every five seconds. Equal settlement control causes no territory drain. Outposts matter for opening attacks and maintaining supply, but they do not count as settlements for this drain.
The tactical map helps connect those decisions. It shows ownership, contested areas, linked outposts, routes and friendly supply, without revealing enemy players. Every objective has a walking route. Exposed skyways offer faster crossings, but you still have to steer the landing.
Shogun supports up to 64 players including bots. The economy and capture times described here were the first playable development rules, with human matches still needed to guide their revision. Explore Highlands or read about building the map.

