Seven pages, none of them a list of bullet points
What is in it, and why
Every one of these exists because taking the screen away breaks something that a sighted shooter gets for free, and each page says what broke and what was built instead. The reasoning is the game's own, out of the design notes.
Hearing everything
Four distance tiers on every weapon, rooms that ring according to what sort of place they are, occlusion that makes a doorway findable by ear, and a motion tracker offered three ways.
FightingThe arsenal
Fifty-eight weapons on one authoritative table the server owns. Ammunition pooled by calibre, plasma that vents when you stop, and melee that tells you by ear whether the person is about to die.
PersistentThe Sprawl
Two cities, both running permanently. Chests that hum, an extraction everybody is told about, a stash on your account, and forty-four things to find — half of them about leaving.
DrivingVehicles and dual wielding
The engine note is the speedometer, acceleration is the only thing off the grid, and a turret is a vehicle with one seat. Two guns is a decision rather than an upgrade.
PlayingThe lobby, matches and modes
The lobby is a place you stand in rather than a menu you sit in. Seven modes, custom matches with every setting exposed, quick match, invitations, and a loadout that belongs to the match.
Reading itThe interface
Every key rebindable and read aloud as its own caption, every setting a slider you can hear while you move it, and documentation on one screen from anywhere.
This websiteThe live integration
How this site knows what the server is doing, what it can and cannot see, and why the process that owns every shot in the game is not the one answering these requests.
The tables
What the game is actually using, published by the running server rather than written down here.
Every weapon
All seventy-three, plus the grenades and armour abilities, with damage, rate of fire, calibre, reload, heat and everything else — sortable, and straight out of the server's own table.
LiveEvery vehicle
Speed, acceleration, armour, ceiling, stall speed, how far the engine carries, and every seat with the gun it fires.
The maps and the modes
Forty maps: thirty-nine real Halo maps and one that is not, Persist, the second Sprawl, which is Shanghai. Geometry, spawn points, objectives, weapon spawns, portals, vehicles and audio zones are all validated by the map builder and the map regression suite, which walks a bot onto every one of them to prove it is playable.
Slayer, Team Slayer, SWAT, Capture the Flag, King of the Hill, Oddball and Infection — plus the Sprawl, which is not a mode and is not in the match list. Which modes a map is any good for is a property of the map, so a mode never has to know what maps exist.
Things that are deliberately absent
The design notes keep a list of them, and the reason each one is on it. A feature list that only says what is present is a feature list that has not decided anything.