CQB Hell is a close-quarters PvE tactical shooter on Roblox developed by FREEDOM TO KILLART STUDIOS. Players spawn with a randomized primary and secondary weapon to clear procedural, enemy-filled rooms, purchase upgrades from interactive logistics stations, and defeat sector bosses. Solo players possess only a single life per run, while cooperative teams can revive bleeding-out squadmates while navigating active friendly fire.

Health, Armor, and Medical Logistics

Base player health is set at 100 HP. Staying alive requires managing physical trauma, treating damage through vending stations or enemy drops, and understanding how defensive vests interact with your remaining life pool.

Healing or Armor ItemRestoration ValueHow to ObtainSpecial Properties
Bandage20 HPMedical Vending Machine, defeated enemy drops, Sawmill lootCommon consumable; restores small health increments
First Aid Kit40 HPMedical Vending MachineStandard medical supply
Big First Aid Kit60 HPMedical Vending MachineHigh-yield single-use healing item
Crayons10 HPDefeated enemy dropsMinor consumable dropped directly by hostiles
Body Armor+50 Armor HP or full base healArmor Vending Machine exclusivelyAt 100 base HP, adds 50 Armor HP (150 total HP). If base HP is damaged, it repairs base HP to 100 without adding Armor HP
Coffee TableVery small HP recoverySafe areas and break roomsStationary coffee machine; players report a brief movement speed boost

NPC Enemy Types and Health Pools

Hostile combatants encounter players in various tactical room configurations. Identifying enemy health pools and behavioral AI tags dictates whether you should push aggressively, hold angles, or exploit infighting.

Advertisement
Enemy CategoryHealth Points (HP)Operational Behavior
Normal NPC100 HPStandard operative; neutralized by a few direct hits
Armored / Tank300 HPHeavy combatant; absorbs standard small-arms fire and requires sustained shots or anti-armor ordnance
BossUnrevealed officiallyHigh-durability sector targets with bespoke arena layouts

Enemy behavioral tags modify room encounters directly:

  • Aggro: Hostiles that actively sprint and push player positions immediately upon line-of-sight contact.
  • Camp: Stationary ambush units that sit behind corners or low cover to hold pre-aimed angles.
  • Imposter: Rogue hostiles that fire on both human players and NPC factions, sparking room-wide infighting that players can exploit.
  • Friendly: AI allies that ignore the player and attack hostile forces; players can route aggressive hostiles toward friendly units for fire support.
  • Normal: Standard unassigned hostile AI that follows default combat engagement protocols.

Interactive Stations and Logistics Terminals

Cleared rooms reward 1 supply point per room in gameplay runs. Points and field findings can be reinvested into automated stations placed throughout zones and boss chambers.

  • Medical Vending Machine: Dispenses Bandages (20 HP), First Aid Kits (40 HP), and Big First Aid Kits (60 HP).
  • Armor Vending Machine: Sole source of tactical Body Armor to repair base health or hit the 150 HP ceiling.
  • Ammunition Vending Machine: Supplies universal ammunition packs across five capacities: 10, 30, 60, 90, and 120 rounds. Defeated hostiles and Sawmill areas also drop loose 10-round and 30-round packs.
  • Grenade Vending Machine: Stocks tactical throwables including F1 frags, M67 blast grenades, and Anti-Tank explosives.
  • Random Weapon Machine: A roulette terminal located in starting zones, boss rooms, and post-boss exits that exchanges points for a random weapon drop.
  • Random Item Machine: A lottery terminal dispensing medical supplies, ammunition packs, tactical firearms, or useless Crumpled Paper.
  • Weapon Attachment Machine: A modification workbench used to configure optics, muzzle devices, grips, tactical lights, lasers, and caliber types.

Weapons, Weapon Jams, and Special Third Guns

Starting loadouts issue a randomized primary and secondary firearm, ranging from bolt-action rifles and pump shotguns to submachine guns and assault rifles. Managing ballistics and weapon maintenance determines survivability in tight hallways.

Weapon Jamming and Cleaning Kits

Firearms can experience mid-firefight jams, especially during prolonged automatic bursts or reloading cycles. Defeated enemies, random item dispensers, and Sawmill conveyor belts have a chance to drop a Gun Cleaning Kit. Using the kit removes gun jams for the next 100 rounds fired regardless of ammo type. Inspecting your weapon displays the remaining percentage buff. Using an additional kit does not stack the duration beyond 100%, but refreshes the gauge back to full. When applied to the G18 sidearm, the cleaning kit enables toggleable semi-automatic and full-automatic firing modes.

Weapon Attachments and Calibers

Workbenches let you configure attachments to offset recoil and visibility penalties:

  • Optics and Sights: Magnified scopes and holographic sights improve target acquisition at range, though weapon sway increases while walking and aiming down sights.
  • Muzzle Devices: Silencers lower sound profiles and extend range; high-velocity ammo conversions increase muzzle velocity but elevate felt vertical recoil.
  • Underbarrel Attachments: Shift grips, vertical grips, and bipods significantly decrease vertical and horizontal recoil patterns.
  • Flashlights and Lasers: Flashlights illuminate pitch-black sectors; laser modules increase hip-fire accuracy during close-range room breaches.

Contracts System

Upon reaching Level 10, players unlock the Contracts interface. Contracts allow you to target specific weapon manufacturers rather than relying strictly on run RNG:

  • Fabrique Militaire (FM): Traditional Belgian military rifles and sidearms.
  • Modular Precision Defense (MPD): Modular submachine guns, compact PDWs, and modern rifle platforms.
  • Ravenwood Armaments & Redline Group: Industrial base platforms combined with modified, high-fire-rate variants.
  • VZorek: Converted Cold War and Soviet surplus designs built for raw durability.
  • Imperial Weapons Collection (IWC): Historic firearms including the Musket, Blunderbuss, Flintlock, and Peacemaker. Enemies also have a low chance to drop rare tier-3 variants such as the IWC-M2 and IWC-P2.

Selecting a manufacturer contract focuses your reward pool on that brand, though the specific weapon received remains a randomized roll from that faction's arsenal.

Marketplace and Special Weapons

Special weapons serve as a persistent third gun slot that you can equip alongside your standard primary and secondary loadout:

  1. Open the Special Weapon menu in the lobby.
  2. Select your owned special firearm and click Equip before entering a match.
  3. Deploy into the raid with three functional weapons in your hotbar inventory.

Special weapons drop as rare loot from defeated enemy NPCs in live missions, or they can be bought directly from players via the lobby Marketplace. Special weapons do not disappear upon match death; once you return to the lobby, the equipped special gun remains in your permanent armory. If you list a special weapon for sale on the Marketplace, ownership transfers to the buyer upon sale and the item is permanently removed from your inventory.

Tactical Room Clearing and Throwables

Blindly sprinting through doorways leads to instant squad wipes due to high enemy burst damage and armored shotgunners.

  1. Approach closed doors and slice the visual angle before interacting; doors can be kicked open or shot through to reveal defenders.
  2. Use tactical throwables before entering rooms with multiple contacts:
    • F1 Frag Grenade: Employs a short fuse, high shrapnel spread, and low blast radius. It features a high ricochet chance and can bounce off heavy targets.
    • M67 Grenade: Features a larger blast radius and base explosive damage with lower fragment spread, making it more effective against armored enemies.
    • Anti-Tank Grenade: Features the highest explosive yield and delivers 2x damage against tanks, balanced by a long fuse, heavy weight, and low throw velocity. Friendly fire warning: detonating an Anti-Tank Grenade on a teammate damages the thrower instead.
    • Chemlights: Throwable illumination sticks granting 5 units per pickup in 17 randomized colors for marking cleared rooms.
    • NVG (Night Vision Goggles): Wearable tactical gear that restores vision in pitch-black sectors where flashlights are unavailable.
  3. Coordinate lane assignments in cooperative play. Teammates must monitor separate sectors to prevent flankers, keeping weapon barrels clear of allies to avoid friendly fire injuries.

Sector Boss Roster

Official badge records identify eleven distinct boss targets across CQB Hell's operational maps:

  • Allik: Starter Boss
  • Patsyuk: Sewer Boss
  • Gunk: Kill House Boss
  • Sequoia: Sawmill Boss
  • Smiley: Laboratory Boss
  • Melnik: Metro Boss
  • Kevin: Silo Boss
  • Armata (T14 Armata): Trench Boss
  • Viper: Observatory Boss
  • Ascalon: Cargo Ship Boss
  • Mi-28: Office Boss

Boss health pools are hidden in the game interface. Defeating these encounters requires targeting weak points, utilizing cover to break line of sight against long-range snipers or armored platforms, and maintaining ample medical reserves from pre-boss vending stations.

Frequently Asked Questions

Can you revive downed teammates in CQB Hell?

Yes, but only in multiplayer lobbies. When an operative goes down in co-op, they enter a bleeding-out state that allows teammates to revive them before the bleed-out timer expires. In solo runs, there are no revives; taking lethal damage immediately ends the attempt.

What happens to Special Weapons if you die in a run?

Special Weapons equipped in your third hotbar slot are permanent inventory assets. Dying during a mission or returning to the lobby does not delete them, and they can be reused across subsequent deployments. You only lose a Special Weapon if you post it for sale on the Marketplace.

How do you reach maximum player health?

A player's base health pool is 100 HP. Interacting with the Armor Vending Machine while at full 100 HP grants +50 Armor HP, bringing total durability to 150 HP. If you purchase armor while below 100 base HP, the machine heals your base health to full instead of applying the extra 50 armor points.

At what level do Contracts unlock?

The Contracts system unlocks when your profile reaches Level 10, granting targeted access to manufacturer weapon pools including FM, MPD, Ravenwood/Redline, VZorek, and the Imperial Weapons Collection.