Live. Move the mouse, scroll, press things.

What I was trying

How much of a real shooter’s feel can an agent stand up from nothing in a weekend? The first pass was one arena, one weapon and a wave counter. Every pass after that added a system: three modes (Firefight’s five waves, Stronghold’s moving uplink, Onslaught’s endless push), grounded materials and lighting under a Halo-style HUD, shield impact and depletion sounds, and squad tactics so the four enemy classes take cover, flank, and step away from a thrown grenade. The last two arenas brought their own movement: Breakwater’s beach below an old fortress, and Canopy, three stacked levels over a forest abyss joined by narrow bridges and grav lifts.

Where it stalled

It is a desktop game. Mouse look needs pointer lock, there is no touch pass, and it wants WebGL 2 before it will draw a frame. Everything is placeholder geometry on purpose, which reads well from the menu camera and less well up close. And the combat was tuned with headless simulation scripts, not by other people playing it.