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Novus Striker

Hands-on tutorials

Learn to play, one mechanic at a time

/exploreexplains the game's screens and systems. This is the hands-on layer: what to press, what happens when you hold it too long, and what the counter is. Every binding printed on these pages is resolved from release contract v3 at build time — nothing here is typed from memory.

10 chapters

Start at chapter one

Chapters build on each other, but every one stands alone — jump straight to the mechanic you want.

  1. A Novus Striker match on the tactical camera, the view of a first Quick Match
    1In the current build

    Start here

    Your first match

    From the mode board to the final whistle: set up one Quick Match, learn what the clock does, and remember the only scoring rule — every goal is worth exactly one.

    Start chapter
  2. The Board arena, where wall rebounds keep passing lanes alive
    2In the current build

    The foundation

    Movement and passing

    Ground passes, lobs and free passes into open space — plus the stamina dash — are the four tools that move the ball faster than any defender can run.

    Start chapter
  3. Tank, whose heavy charged shots turn full charges into real keeper tests
    3In the current build

    The core skill

    The four charge outcomes

    Quick, charged, perfect, overcharged: one hold governs every pass and shot, and the whole skill is knowing that holding past full loses the safe release.

    Start chapter
  4. Ace, the all-round captain, lining up as the shooter in the nine-zone system
    4In the current build

    Aim with intent

    Nine-zone shooting

    Assisted aim selects one of nine goal zones, from low-left to high-right — the mouse projects onto the goal, a controller aims camera-relative, and a chip is one modifier away.

    Start chapter
  5. Whiz, the falcon who arrives early for high one-timers
    5In the current build

    First-time finishing

    One-timers, volleys and headers

    Shoot as the pass arrives and the game selects the finish — low one-timer, volley, header, bicycle or scissors — from the ball's real position and your timing.

    Start chapter
  6. Bastion, the shark anchor who owns the defensive lane
    6In the current build

    Win the ball back

    Tackles, shoves and defending

    Tap to shove, hold to commit to a charged tackle — and know the whole state chain that follows: hold, release, hit, stumble, fence hit, get-up.

    Start chapter
  7. Rift, the fox speedster, mid-move on the character stage
    7In the current build

    Beat your marker

    Skill moves and shielding

    Burst, directional cuts, half-turns, full spins and shielding all share one gesture recognizer — right stick, right-mouse drag and the touch skill pad use the same thresholds.

    Start chapter
  8. Sunmane, the lion boss whose final is the ultimate Power Strike test
    8In the current build

    The showpiece

    Power Strikes

    Fill the meter, lock power, lock accuracy, then win a live keeper contest. The reward is force and chaos — never extra points, because every goal is worth one.

    Start chapter
  9. The Scrap Yard arena, where toxic patches already make positioning an arcade decision
    9In the current build

    The arcade layer

    Match items

    Five original one-slot pickups — Surge Core, Pulse Disc, Gravity Snare, Impact Orb, Aegis Field — dealt by a seeded shuffle-bag that never repeats one before you have seen them all.

    Start chapter
  10. The Frozen Tundra arena, one of the venues the modes share
    10In the current build

    Pick your night

    Every way to play

    Quick Match, Local Co-op, Local Versus, the eight-lesson Training Academy, Career and Tournaments — what each one is for, and what it can and cannot touch.

    Start chapter

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