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A single-player tactical free-for-all against intelligent enemy soldiers in a bombed-out modern city district. First-person, built for realism: a real view model with two hands on the rifle, recoil walked from each weapon's own pattern, and enemies that see by line of sight and hear your gunfire — lose them, and they search where you were last seen.

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Forked from Unbroken FrontUpdated Oct 2, 2026
fpsshootertacticalfirst-personsingle-playeraiurbanmilitaryrecoilwave

UNBROKEN FRONT

A single-player tactical free-for-all against intelligent enemy soldiers, in a bombed-out modern city district.

You are one operator working street by street. The enemy force is finite and it holds the ground: it patrols the grid, it hears your gunfire from a block away, and when it loses you it searches where you were last seen rather than knowing. Every fight is won with aimed fire, recoil control, and the decision of when to break cover.

How it plays

  • Move W A S D · Sprint SHIFT · Crouch CTRL · Jump SPACE
  • Fire left mouse · Aim down sights right mouse
  • Reload R · Switch weapon Q · Lean Q / E · Inspect F
  • Pause ESC

Press PLAY on the title screen to deploy. LOADOUT picks your rifle and sidearm; SETTINGS changes field of view, sensitivity and quality; AUDIO and CONTROLS are there too.

Seven firearms, each with its own handling — rate of fire, magazine, reload timings, spread growth, movement penalty and a recoil pattern that walks up and sideways the same way every time, so a weapon's climb is learnable.

The enemies

Five to six soldiers hunt at once, out of a force of eighteen. Each one is a jointed body driven procedurally — walking, running, crouching, aiming, firing, reloading, taking cover and falling all come off the same skeleton, so a soldier can walk while turning while bringing his rifle up.

They see through a real vision cone with a real line-of-sight trace, so a soldier behind a wall does not react to you. They hear gunshots and footsteps. They take a moment to react before they shoot, fire in bursts, break off to reload, take ground when they have the advantage, go to cover when they are hurt, and flank. A squad shares contact: one man seeing you pulls the others toward the sound.

What it is built on

Everything is authored content in this world — the district, the seven weapons, the sound bank, and the interface. The seventy-odd sounds are synthesised from arithmetic in game.audio.synth and baked to .soundClip assets, so nothing here depends on a generation service, a credit balance or a network.

design/spec.md is the build contract: the art direction, the tuning numbers and the bar each part is held to.

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