Free browser game
A free online shooter where every gun carries its own grade — and the grade is not a badge, it is damage. All twelve guns from your first match. Twenty-player battle royale, and a real online 1v1 over a five-character room code.
Most shooters hand you a progress bar that unlocks a hat. This one has one number that matters: how many people you have killed with this particular gun. Ten makes it bronze. Twenty, gold. Fifty, diamond. A hundred, master — emerald green with a glow that follows you around the map. Every step up makes that gun hit harder, up to thirty per cent. The weapon you actually use becomes the weapon you are best with, which is the way it ought to work and almost never does.
Both of your guns sit in the top corners of the screen the whole time, grade and all, so you always know how close the next one is.
Five grades
Per gun. Not per account, not per season, and it never resets.
Grey. It shoots exactly as designed and no harder.
The first colour on the panel, and the first one you will chase.
Roughly the point where a gun starts feeling like yours.
A real commitment to one weapon, and it pays a real amount.
Emerald, with a green aura around the panel and around you. Everybody can see it.
The knife, the grenades and the smoke grade up the same way. A hundred knife kills is worth exactly as much as a hundred sniper kills, and it looks better. Smoke never kills anything, so it grades on the kills you make through it.
Getting across the map
Four blue pads sit on the battle royale map. Step on one and it throws you to another.
They are on the ground for everybody, on the minimap, and on nobody’s side — the one you land on is picked at random from the others, so a pad is an escape and a gamble at the same time. The duel map has two. There is a short cooldown so you cannot stand on one and bounce forever.
The portable teleporter is different. Take any five weapons all the way to master grade and you get one, and it is one per match. Press T — or the WARP button on a phone — and the whole arena opens up: every wall, every pad, every mend orb and every player still alive. Tap a square to place the crosshair, tap again to go. It refuses walls and anything outside the ring.
The match does not pause while the map is up. You are standing still in the middle of a fight looking at a screen, and you cannot shoot until you close it. That is the cost.
Health on the floor
Fourteen green orbs are scattered across the battle royale at the start, three in a duel, and crates drop more. Walk over one and it heals twenty-five. Walk over one at full health and it stays where it is for whoever needs it. They sit on the floor longer than ammo does, because a battle royale where health only ever goes down turns the middle of a match into a slow bleed.
Twelve guns and three things you always carry
Nothing is locked, nothing is bought, nothing is random. All twelve are in the armoury the moment you arrive and you carry any two of them. The grade on each gun is the entire progression — there is no second currency and no rack to unlock, because keeping a new player away from the interesting guns is not a reward, it is a wait.
Always there. Never the best thing you own.
Fast and loose. Wins every fight that happens inside a room.
Eight pellets, all at arm’s length. The best close-range gun in the game and useless past a corridor.
The honest one. Good at every range, best at none.
Six shots that matter. Miss twice and you have lost the fight.
Three at a time. Land all three and most things fall over.
Most of a body in one shot, and the same at any distance.
Seventy-five rounds and a reload you will regret starting.
A rifle that gave up range for the ability to move.
Three darts a trigger pull. Shreds anything that stands still.
Goes through cover, and through whoever is behind it.
Takes half a second to spin up and then does not stop.
Breaks crates open for grenades and ammo, and kills at arm’s length. Grades up like any gun.
Three at a time, a second and a half of fuse, and they go through crates. Take one in hand, aim it — the arc and the blast radius are drawn for you — then throw. Grade up like any gun.
Two of them. Does no damage — it drops a cloud nobody can see through for nine seconds. Bullets still pass, eyes do not. Stand in your own and you can still see your own square while everyone else loses you. It grades on the kills you make through it.
Once a match. Opens the whole arena, you pick a square, you are there. The only thing in the game you have to earn.
Twenty in, one out
Win it and the match tells you what it was worth: where you placed, your kills, how many of your shots landed, and every grade you moved during that match — with the new badge lit up next to the gun that earned it.
Twenty players on one map with a ring that closes in six stages. You are told where the next circle is going before it goes there, and you get a minute of quiet at the start to find a gun position and break some crates. Then it tightens, and it keeps tightening, and the last circle is small enough that hiding stops being an option.
Offline it fills with bots immediately, so a match starts the second you press the button. Online, up to seven friends take bot slots with a room code and the rest stay bots — which is how every browser battle royale that anybody actually plays works.
Actually online
Pick Play online, host a room, and you get five characters. Read them out. Whoever you are playing types them in on their own phone or laptop, anywhere in the world, and the two browsers connect directly to each other over WebRTC. One side runs the match and sends everybody the picture twenty times a second; the others send their thumbs back.
There is no account, no lobby list and no server of ours in the middle. Nothing about the match is stored anywhere. When you close the tab it is gone — except your grades, which live in your own browser and are the only thing that carries over.
Common questions
Yes. It runs in your browser with no download, no account and nothing to buy. Your gun grades save on your own device.
Every gun keeps its own kill count, and that count is its grade. Ten kills makes it bronze, twenty gold, fifty diamond and a hundred master — and each grade makes that gun hit harder, up to thirty per cent at master. The gun you actually use becomes the gun you are best with.
Grey until ten kills, then bronze, then gold, then diamond, then master — which is emerald green with a glow around it, on the weapon panel and around your character.
Twelve, and all of them are available from your very first match — pistol, SMG, shotgun, AR, revolver, burst AR, sniper, LMG, carbine, dart gun, railgun and minigun. You carry any two. On top of those you always have a knife, grenades and smoke.
Yes — twenty in, one out, with a ring that closes in six stages. Online, up to seven friends can take bot slots with a room code; the rest are filled by bots so a match always starts immediately.
Yes. Two browsers meet on a public broker with a five-character room code and then talk directly to each other over WebRTC. There is no server of ours in the middle and no account to make.
No. Nothing to install, nothing to sign up for. Your grades are stored in your own browser.
Yes. Left thumb walks. Right thumb aims — a light touch just turns you, and pushing the stick out past the marked ring pulls the trigger, so you can look around without shooting. There is a FIRE button too, and knife, grenade, swap and reload sit beside it. If you would rather the stick never fired at all, turn auto fire off in the pause menu. It fills the screen held sideways.
You always have all three, in every mode. The knife breaks open crates — which drop grenades and ammo — and kills at arm’s length. Grenades are three at a time with a second and a half of fuse. Smoke does no damage at all: it drops a cloud for nine seconds that bullets pass through but nobody can see through, which is how you cross open ground or break off a fight you are losing. Standing in your own smoke keeps a clear circle around your feet, so you can still see yourself and what is right next to you while everyone else loses track of you. All three carry their own grade, and smoke grades on the kills you make through it.
There are two. Teleport pads sit on the map for everyone — four in the battle royale, two in a duel. Step on one and it throws you to another at random, with a short cooldown so you cannot bounce back and forth. The portable teleporter is a reward: take any five weapons to master grade and you get one jump per match. Press T, or the WARP button on a phone, and the whole arena opens up — tap a square to aim, tap again to go. It will not put you in a wall or outside the ring, and the match keeps running while you look, so you cannot shoot until you close it.
A battle royale usually runs one to two minutes. A 1v1 is first to five kills with a short respawn, and if nobody scores for forty-five seconds the floor starts closing until somebody does.