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Game Systems

smsolutionsva-byte edited this page Jun 26, 2026 · 2 revisions

Game Systems

Home · Gameplay · Equipment · Inventory · Known-Features

Health, damage, and healing

The player begins with 100 HP before class, skill, and perk modifiers. Damage is reduced by Armor Plating, the Bulletproof perk, and other active effects. Damage from an attacker can display a direction-aware crosshair arc, screen impact effects, haptics, camera shake, and a health update.

Confirmed healing sources are Health pickups, killstreak Health airdrops, Medic Triage and passive regeneration, Bloodletting and Vampiric Edge perks, and health-related mission/power effects. There is no universal natural health regeneration for every class.

The Riot Shield is directional: the attacker must be inside its approximately 124° front arc. It drains its 160-damage absorption pool before health takes any remaining blocked damage.

Stamina, movement, and physics

System Confirmed behavior
Sprint Base sprint multiplier is 1.8×. Sprint is disabled while ADS is active.
Stamina 100 maximum; drains 28/s while sprinting (~3.5 seconds from full).
Recovery After 1.6 seconds without sprinting, regenerates 7/s. Exhaustion locks sprint until stamina reaches 18.
Jump Base jump power 0.45, gravity 0.02, 150 ms jump cooldown; class and weapon modifiers affect feel.
Crouch Toggle; lowers camera from 5 to 3.5 and halves movement speed.
Collision Terrain and barrels block player movement; axis-by-axis resolution allows wall sliding.
Tutorial Health and stamina are unlimited for training.

Rapier physics is not the player's locomotion engine. It is lazy-loaded for solo enemy death bodies; normal locomotion, bullets, casings, and effects use custom kinematic logic.

Damage modifiers

Damage can combine weapon base damage with skills, wave perks, run modifiers, active loot, class passives, headshots, and mastery-related handling. Important confirmed examples:

  • Headshots multiply damage by 2 + Headshot Mastery before further headshot multipliers.
  • Pyro adds 6 flat bullet damage.
  • Damage Boost doubles base weapon damage.
  • Overcharge applies 1.6× damage and 1.8× fire rate.
  • Glass Cannon-like and other generated run modifiers can alter player damage, health, enemy statistics, or score payout.

Scoring and progression

Score unlocks weapons during a run. Score is multiplied by difficulty in Classic and by a selected run modifier when applicable. Kill combos add combo × 5 and killstreaks deliver airdrops at implementation-defined milestones.

Signed-in players persist:

  • Solo and multiplayer aggregates.
  • Skill points and server-validated skills.
  • Difficulty-weighted rank XP, with anti-grind adjustment from the last eight difficulty selections.
  • Weapon mastery XP per weapon.
  • Achievements, cosmetic titles, avatar, settings, leaderboard/privacy preferences, daily progress, and photos.

Weapon mastery

Weapon mastery runs from L0 to L10. Thresholds and rewards are detailed in Weapons. L3 and above improves reload speed, L5 and above reduces recoil, and L10 increases magazine size. Mastery is disabled in Tutorial and saved only for authenticated play.

Skills

The nine confirmed player skills are:

Path Skills
Combat Steady Hands, Headshot Mastery, Quickdraw, Heavy Hitter
Survival Thick Skin, Armor Plating
Mobility Fleet Footed, Dash Mastery
Support Scavenger

The client computes recommendations from detected playstyle; Convex validates level caps, costs, and prerequisites before spending a skill point. The game intentionally omits a generic health-regeneration skill.

Daily challenges and achievements

One deterministic UTC-day challenge is selected from five possibilities: 100 kills, reach wave 10, 25 headshots, three flawless waves, or 30 Pistol kills. Completion grants one skill point after a signed-in claim.

The achievement registry contains 28 achievements. Solo and authenticated play can progress solo achievements; multiplayer career achievements for 10 matches and five wins are applied server-side. A subset unlocks cosmetic kill-feed titles.

Missions and coaching

The game creates procedural mission cards approximately every 30 seconds, informed by skill level, wave, accuracy, weapon availability, difficulty, time of day, and biome. Objective types include elimination, survival, accuracy, streak, collection, speedrun, headshot, weapon mastery, ability use, boss hunting, combo, exploration, and efficiency. Mission cards can include time limits and rewards.

The combat coach analyzes combat state periodically and can surface live tips. Two internal checks in CombatCoachSystem still explicitly return placeholder values; see Planned-Features for the narrow status note.

Time, weather, and visibility

Maps use a continuously blended day/night system and climate-driven weather. These primarily control atmosphere, sky, fog, lighting, and particle fields. No confirmed hunger, thirst, temperature, sleep, disease, or weather-damage survival mechanics were found.

Crafting, building, and armor status

No crafting, base-building, resource harvesting, hunger, or wearable armor systems were found. “Armor” is a visual descriptor and a damage-reduction skill/perk; it is not an itemized equipment system.

Implementation references: src/App.tsx, src/utils/SmartSkillTreeSystem.ts, src/utils/AdaptiveDifficultySystem.ts, src/utils/ProceduralMissionSystem.ts, src/utils/AchievementSystem.ts, convex/gameLimits.ts, convex/playerStats.ts, convex/daily.ts.

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