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FAQ
Home · Gameplay · Installation · Multiplayer
No. The implemented game is a wave-survival shooter. Maps, enemy names, and visual presentation establish combat context, but no campaign, quest narrative, dialogue system, or character biography system was found.
Classic is endless and has no final victory state. Your goal is to survive more waves and earn a higher score. Multiplayer ends under its configured co-op/survival rules or optional time limit; Tutorial completes its learning flow.
Boss starts are difficulty-scaled: wave 5 on Hard, 7 on Medium, 8 on Adaptive, and 10 on Easy. Older README text that says wave 10 does not reflect the current implementation.
It hacks nearby Normal, Fast, Tank, or Sniper enemies that are in front of you. Bosses are fully immune. Revenants cannot be directly hacked, but an already hacked enemy can attack one indirectly.
The core renderer/game loop runs in the browser, but the application is configured around a Convex client and online assets/services. Authentication, saved progression, dailies, photos, and leaderboard require Convex. Multiplayer also requires PeerJS network connectivity. An unsupported fully offline configuration is not documented.
No direct player-vs-player damage path is confirmed. The lobby includes a Last Man Standing label, but gameplay code confirms enemy-caused player damage rather than player-shot combat.
No controller/Gamepad API support was found. Desktop keyboard/mouse and touch controls are implemented.
You can carry only one ordinary loot power at a time. Use the held power first. Killstreak airdrops are separate and apply immediately when collected.
No implemented systems for those mechanics were found. Stamina, health, loot powers, wave perks, skills, and weapons are the confirmed survival/progression systems.
Enemy collision/damage is gated to its high-detail LOD. The game does not let bullets damage very distant simplified stand-ins; approach until the full model has streamed in.
Players send timestamped snapshots at up to 20 Hz, the host sends enemy snapshots at about 10 Hz, and clients interpolate buffered transforms rather than chasing the newest packet directly.
Signed-in accounts persist stats, skills, rank XP, weapon mastery, achievement bitmask, title, avatar, settings, daily progress, and photos. Run weapons, held loot, perks, and modifiers do not persist.