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Known Features

suryanarayanrenjith edited this page Jul 26, 2026 · 3 revisions

Known Features

Home · Gameplay · Technical-Overview · Planned-Features

This is an implementation-backed feature inventory, not a roadmap.

Gameplay

  • Endless Classic wave survival with Easy, Medium, Hard, and Adaptive difficulties.
  • Tutorial with paused steps, unlimited training health/stamina, progressive enemy introductions, and practice arsenal access.
  • Eight maps, selectable atmosphere, random map selection, automatic weather with gameplay modifiers, and continuous day/night cycle.
  • Score-gated eight-slot arsenal, headshots, ADS, recoil, reloads, shell ejection, rocket splash damage, and weapon inspect.
  • Stamina-limited sprint, jump, crouch, collision/wall sliding, cover, barrel hazards, damaging lava/toxic/ice pools, Sentinel turrets, combos, and killstreaks.
  • Named wave shapes — Horde, Elite, Siege, and Ambush — that re-weight the mix, spawn distance, and pacing of roughly 45% of solo waves from wave 4.
  • One-slot loot powers, killstreak airdrops, rare Nukes, skill modifiers, solo Mystery Box perks, and generated Classic run modifiers.
  • ARK-07 relay network: several per-map radiation-field spires that overclock nearby enemies with a damage/speed/self-repair charge that lingers well after they leave the field, jam the player's held equipment, and pay bonus score for field kills; plus random, difficulty-scaled Overdrive Surge (EMP-triggered, buffed/red-eyed wave) and Null Wave (corrupted, screen-glitching wave) modifiers.

Combatants and AI

  • Eight classes with active abilities, passives, class shadow silhouettes, and multiplayer replicas.
  • Ten moving enemy archetypes: Normal, Fast, Tank, Sniper, Boss, and Revenant, plus the solo-only tactical set — Bulwark (frontal shield, must be flanked), Howler (shields nearby allies, must be prioritised), Leaper (telegraphed cover-clearing pounce), and Splitter (bursts into three on death).
  • Crowned Elite Tanks, Boss enrage/summons/blinks with a per-hit bullet damage cap, Revenant shields/blinks/regen, and Subverter hacking interactions.
  • Perception, pursuit lanes, surround behavior, patrol/investigate states, line of sight, ranged kiting, melee telegraphs, bullet dodging, per-archetype turn rates, and a solo swarm-wide tactical director that reads player strategy.
  • Enemy pooling, shared materials, terrain spatial hash, high/medium/low/cull LOD, and distance-gated shadow casting.

Progression and profiles

  • Persistent account auth, username/password flow, profile customization, privacy controls, leaderboard opt-out, password change, and full account deletion.
  • Solo/multiplayer stat tracking, difficulty-weighted rank XP, skill points, nine skill upgrades, 31 achievements, and achievement titles.
  • Per-weapon L0–L10 mastery with persistent XP, reload/recoil/magazine benefits.
  • UTC daily challenges drawn from a 71-entry catalogue on a cycle-shuffled rotation, with a claimable skill-point reward.
  • Photo Mode with filters/adjustments and cloud-saved images under a per-player cap.

Multiplayer

  • PeerJS lobby creation/joining, host kick, name collision rejection, heartbeat timeout handling, and optional time limits.
  • Host-authoritative shared enemy world, host-synchronized waves, guest hit reporting, kill credit, targeted enemy-damage messages, and host-authoritative ARK-07 relay placement/wave-modifier sync.
  • Timestamped player/enemy snapshots, interpolation, short packet-loss extrapolation, and teleporter-buffer resets.
  • Remote character models, weapon poses, crouch/aim animation, health bars, nameplates, scoreboard, chat, emotes, minimap, spectators, and result screens.

Interface, audio, and presentation

  • Responsive desktop and touch HUD, dynamic crosshair, hit markers, kill feed, damage direction, boss health bar, minimap, and mobile orientation gate.
  • Rebindable keyboard controls, settings persistence/sync, haptics, colorblind filters, frame caps, hardware auto-detect, and graphics presets/custom mix.
  • Procedural Web Audio weapon and combat effects with 3D positional playback, layered explosions, material-matched bullet impacts, enemy vocalizations, plus bundled menu music.
  • Runtime-generated weapon surfaces: Sobel-derived normal maps, six per-weapon finishes, constant world texel density, and a shared cavity-occlusion term — the project ships no image texture assets.
  • Bore-anchored muzzle flashes, elongated tracer projectiles, shader warmup, custom sky/haze, HDR environment lighting, weather particles, procedural terrain materials, HDR post-processing, photo filters, particles, impact effects, and relay-interference/signal-glitch screen effects.
  • Optional Rapier solo ragdolls with lightweight fallback.

For numeric details and behavior caveats, use the linked system pages rather than treating this overview as the sole specification.

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