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Active Matter

Active Matter Beginner's Guide: Everything You Need to Know on Day One

The loop, the raid types, the maps and the order you unlock them, six health pools and where the plates go, what dies with you, the Monolith's twelve levels, the Workshop, and the third seat in your squad. Read from the launch build, not the wiki.

Active Matter is Gaijin's squad extraction shooter: you deploy into a zone with what you're wearing, fill your backpack, and get to an extraction point before you die or the timer runs out. Die and everything outside your safe container stays in the zone.

Everything starts in your shelter, and each room is one of the systems below.

Isolated vs Open

  • A few raids are Open-only; the list shows a crossed-swords icon without the leaf.
  • Hired Ops and Faction Battles

    Matchmaking and Auto-fill

    Three regions

    Named in-game after their incidents:

    Rotation and modifiers

    Every entry carries a timer, the whole list rotates on a countdown shown at the top ("Next raids rotation in"), and two or three are always benched under "Temporarily unavailable". If the map you want isn't up, it will be.

    Two numbers to read before you deploy

    Weather and time of day are shown before you deploy too, and extraction points are marked with a green running figure, so you can plan the exit before you've seen the entrance.

    Unlock order

    Six health pools

    A sleeve is not a skin

    Camouflage and headgear are cosmetic and live in a separate Appearance panel. The sleeve underneath sets your plate layout, your base inventory volume and a set of passive modifiers.

    The safe container

    That last line is the rule nobody documents: the container has a volume, but one item can exceed it, so a single big find fits even when it shouldn't.

    Three sizes, all bought with Crystallised Active Matter on the Shop's Special tab:

    A Standard Edition account starts with 300 CAM. A Large container and a Beacon (Ȼ50) leaves 50 spare; a Medium, a Beacon and 10,000 Credits (Ȼ100) leaves the same. Either way the container is the first purchase, because it's the only thing that turns a bad raid from "lost everything" into "lost an hour".

    Gear sets: what a life costs

  • Combat Knife ₳350
  • A 600-volume load vest ₳500
  • An 800-volume backpack ₳800
  • One ₳2,400 consumable, plus mags and 60 rounds
  • That is what a life costs in the starter tier, and it's the number to keep in your head when deciding whether to push one more building.

    Or skip that number altogether while you learn: pick Rented equipment at the Loadout check and you deploy in borrowed kit. Die and you lose nothing of your own; extract and you keep what you found.

    Chronogene charges

    Launch-build prices

    From the Shop, in Credits (₳):

    What Alpha's ₳10,000 buys

    The 250 Shades of Liberty guns sit at five to twenty times the starter prices and behind nodes you can't buy yet, so "should I save for the DP-12" answers itself for the first week.

    Volume, and the tooltip that tells you what things are worth

    Weapons take mods in a dedicated modding view: stocks, grips, mounts, optics, suppressors and muzzle devices, each with its own weight, volume and effect. Attachments can be Monolith-locked too, so a rifle's full build is a mid-term project, not a day-one one.

    Four wallet icons in the top bar, left to right:

    How a level is laid out

    What Alpha and Beta give you

    The gates are extractions

    The ladder makes you get out alive from named maps, one of them in a different region, before it opens the next tier. Nothing in the Shop or the CAM exchange skips that. You don't have to buy every node on a level to move up; climb for the access and come back for the nodes you want.

    Objectives

    Two objective systems run at once.

    Both pay Credits and Tokens.

    Cases

    The terminal filters cases by the raid you're about to deploy to, so check it before every deploy and take the ones you can progress.

    Refiner

    Replicator

    Enriched items are the ones that came out of the zone changed; carry them home, and the Replicator learns them. Module slots are limited early on, with the rest locked, so expect to run one or two jobs at a time.

    Slots and tiers

    Where it adds up

    Treat every anomaly as a route problem, not a fight, and treat everything that moves in an Open raid as a squad until proven otherwise.

    Extraction points are the green running figure on the pre-deploy map, and every raid has a timer. Isolated raids are where you learn that the extraction is on the far side of the zone from where you spawned, and that the last five minutes are where most people die.

    Rules of thumb that hold on every map:

  • Know two extraction points before you deploy.
  • Put your best find in the safe container the moment you pick it up.
  • Leave early rather than full.
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