TTK Testing Glossary
Definitions for tactical FPS and Roblox-specific terms used in TTK Testing and throughout TTK Testing Wiki. This page is English-only and updated as new mechanics ship in early access.
Last updated: 2026-06-21
Core game terms
TTK (Time To Kill)
The time between landing your first effective shot and eliminating an opponent. In TTK Testing, TTK varies by weapon caliber, range, armor assumptions, and hit location. The title signals that Sable Digital is actively testing and tuning how fast gunfights resolve compared to arcade Roblox shooters.
TTK Testing
An early-access tactical first-person shooter on Roblox developed by Sable Digital. It emphasizes helmet/bodycam presentation, deliberate gunplay, lean mechanics, and future co-op modes. This wiki is a fan resource and is not official. Play at the verified Roblox experience page.
FFA (Free-for-All)
The primary public multiplayer mode available today. Every player fights independently; there are no teams. Matches feature instant respawns and continuous combat, making FFA the live sandbox where weapons, netcode, and movement systems are tested before structured modes arrive.
Early access
A development phase where features, balance, and controls change frequently. Expect patch notes, undocumented tweaks, and roadmap shifts. Wiki guides include "last updated" dates because advice can expire after a balance pass.
Camera and presentation
Helmet cam / bodycam
A camera mode that mimics footage from a helmet- or chest-mounted action camera rather than a floating FPS reticle. TTK Testing uses this presentation as a core identity feature (notably expanded in V0.01). Hip-fire often lacks a traditional centered crosshair, so players rely on lasers and ADS for precision. See our Helmet Cam Guide.
Head bob
Subtle camera movement while walking or sprinting that simulates natural head motion. Excessive bob can make helmet cam harder to read; some players reduce camera shake in Roblox settings for steadier aim.
Freelook
Looking independently of your movement direction, typically bound to middle mouse (M3) or a hold key in tactical titles. Freelook helps check angles without rotating your entire body, pairing well with lean peeking.
Combat and weapons
ADS (Aim Down Sights)
Holding right mouse (M2) to bring optics or iron sights up, tightening spread and often slowing movement. ADS is essential for mid- and long-range duels. Heavier optics may increase ADS time—factor that into loadout choices on Builds pages.
Hip-fire
Firing without ADS. In helmet cam, hip-fire can feel less intuitive without a laser because there is no classic screen-center dot. Lasers project a visible point of aim for close-quarters snap shooting.
Fire mode
How a weapon discharges rounds: semi-automatic (one shot per trigger pull), burst (fixed rounds per pull), or fully automatic (continuous while held). Switching modes where supported changes TTK and ammo economy in fights.
Recoil
Weapon climb and drift while firing. Tactical players fire controlled bursts in ADS rather than holding full auto at range. Recoil patterns differ per gun—consult Weapons and the Tier List.
TTK weapon classes (examples)
Common categories in wiki articles include rifles/carbines (M4-style platforms), shotguns (e.g., M4 Benelli updates), pistols/sidearms (M18 class), and SMGs. Each class trades range, magazine size, and time-to-kill differently.
Loadout
Your selected primary, secondary, attachments, and gadgets for a match. Loadout screens may offer optics, lasers, and grip options that alter handling. Community recommendations live under Builds.
One-shot / delete
Community slang for eliminating a target in a single burst or shotgun blast at effective range. Patch notes sometimes nerf or buff one-shot potential to keep FFA fair.
Movement and positioning
Lean (Q / E)
Tilting or shifting the camera and weapon around cover to expose less of your silhouette while still acquiring targets. Default PC binds: Q lean left, E lean right. Master lean before grinding high-level FFA—see Lean and Peek Guide.
Peek / peeking
Briefly exposing yourself to gather information or take a shot before returning to cover. Good peeking minimizes time visible and avoids wide swings that give free kills.
Slice the pie
A clearing technique where you gradually reveal angles around a corner in small slices, rather than rushing the entire doorway at once. Lean and crouch make slicing safer in tight interiors like Institute.
Crouch (C)
Lowers your profile and can stabilize aim at the cost of speed. Crouch-peek combinations reduce head exposure in doorways.
Pre-aim
Holding your crosshair or laser at head height on likely enemy paths before you see anyone. Pre-aim cuts reaction time when someone swings into your line of fire.
Hitbox
The invisible volume around a player model that registers hits. Crouching and leaning reduce visible hitbox exposure even when you can still shoot.
Spawn rush / spawn trap
Aggressive play near enemy respawn areas to catch players immediately after they spawn. Effective for streaks but disliked by some communities; awareness of spawn flow is still part of FFA literacy.
Equipment and optics
NVG (Night Vision Goggles)
Night-vision equipment that amplifies low-light visibility on applicable maps or modes. NVG can change engagement distances and silhouette recognition; availability depends on current build and map design. Reported in Advanced Controls.
Laser (visible / IR)
An attachment projecting an aim reference—critical for helmet cam hip-fire. Visible lasers can reveal your position; IR variants (when supported) may be less obvious to enemies while helping the wielder.
Optic / holographic sight
Attachments that provide magnification or a clear reticle in ADS. Holographic-style optics favor close-to-mid range readability in fast FFA fights.
Controls shorthand
M1 / M2 / M3
Shorthand for mouse buttons: M1 fire, M2 ADS, M3 adjust aim / freelook depending on context. Full tables live on Controls.
Keybind / rebind
The keyboard or mouse input assigned to an action. TTK Testing may expand rebind support during early access; defaults are documented on the wiki after each verified patch.
Multiplayer and tech
Netcode
The networking layer that synchronizes shots, movement, and hits between players. Tactical shooters feel "snappy" or "mushy" based on netcode quality and ping. FFA serves as a public stress test for netcode changes.
Ping / latency
Round-trip delay to the game server in milliseconds. High ping makes peeking and hit registration feel inconsistent; choose regional Roblox servers when possible.
Private server
A Roblox-hosted instance with restricted access, used for drills, content creation, or controlled testing without public FFA chaos.
Planned and community terms
Roadmap modes (Survival, Missions, Quick Play, Ground War)
Future or in-development structured modes mentioned by Sable Digital. They are not necessarily playable in the current public build—check Roadmap before expecting co-op content.
Tier list
Community ranking of weapons or loadouts by effectiveness in the current meta. Tier lists shift after balance patches such as shotgun updates or new rifle releases.
Meta
The dominant strategies and loadouts most players use to win in the current patch. "Playing the meta" means adopting those tools; "off-meta" picks can still work with skill.
Third-party / clean up
Entering an existing gunfight between two other players to eliminate weakened targets. A legitimate FFA tactic with high reward and reputation risk.
Wiki-specific terms
Fan wiki
A community-maintained reference site, not operated by the game developer. TTK Testing Wiki falls in this category—see Terms of Service for affiliation disclaimers.
Verified gameplay video
YouTube embeds chosen because they show actual TTK Testing footage, not generic Roblox FPS content. Videos appear at the bottom of individual guide pages after written tutorials.
Related resources
Put terminology into practice with our Guides, Controls reference, Weapons index, and Maps section. For site policies, see Terms, Privacy, and Cookies.