Squad Shooter
A real-time, top-down squad shooter with real physics, real bullet impacts, and the effects that follow from them.
Built
Built
One combat model — everyone fights by the same rules
Built
Ballistics — rounds leave the weapon, not the camera
Built
Armour and cover — a round is spent, not rolled against
Built
Aim — everything that shakes a shot, in one answer
Built
Recoil — the weapon and the body each answer the round
Built
Wounding — injuries you carry, not damage you absorb
Built
Destructible geometry — walls, doors, windows
Built
Characters — real anatomy, real joints, a rifle with moving parts
Built
Campaign loop — roster, training, permadeath
Built
Map editor — walls, doors, zones, floor paint
Next
Next
Arm hits — defined, not yet reachable
Next
Bleeding — recorded, not yet resolved over time
Next
Aim tuning — the standing shooter is looser than they should be
Next
Wound odds — placeholders awaiting play data
Next
More weapons — one rifle, one loadout so far
Next
Kit — optics and grenades are carried, not yet used
Next
Roles and backgrounds — recorded, not yet felt
Open
Open
What a mission is — today's is a test harness, not a design
Open
Player control — command during a firefight, or only before it
Later
Later
Localised destruction — holes, not whole pieces
Later
Explosives
Later
Per-weapon feel — every weapon should shoot like itself
Later
Recoil model — lift it clear of the renderer so it stands alone