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Known Features
suryanarayanrenjith edited this page Jul 26, 2026
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Home · Gameplay · Technical-Overview · Planned-Features
This is an implementation-backed feature inventory, not a roadmap.
- 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.
- 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.
- 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.
- 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.
- 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.