Procedural content
Maps, meshes, materials, audio, fonts, and particles are generated deterministically from code — the repository contains no binary game assets.
An experimental WWII shooter with no engine and no assets — everything is generated in F#.
Installers for Windows, macOS, and Linux. No .NET install required — just an OpenGL 4.1-capable desktop.
Silk.NET provides the window, input, OpenGL, and OpenAL layers; everything else is ordinary F#. Levels, soldiers, guns, sound effects, the font atlas, particles, and the bot navigation graph are generated deterministically at startup.
The same server list the in-game browser uses, probed live from your browser. Select a room to see who's playing.
| Server | Mode | Phase | Players | Ping |
|---|
| # | Player | Team | Loadout | K | D | Status |
|---|
Damage, fire rate, reload timing, spread, and penetration for every weapon, generated from the game's actual tuning code.
Maps, meshes, materials, audio, fonts, and particles are generated deterministically from code — the repository contains no binary game assets.
A fixed 60 Hz functional core with an imperative shell. The same gameplay code drives offline play, the bots, and the server.
Client-side prediction, interpolation, reconciliation, and lag-compensated hit detection over WebSockets. The server recomputes everything.
ADS, sprinting, stances, recoil, grenades, material penetration, and per-projectile ballistics resolved on the server.
A generated navigation graph with A* pathfinding, cover behavior, and suppression drives the offline opposition.
Self-contained installers for Windows, macOS (universal), and Debian, plus plain archives. No runtime to install.
FREE AND OPEN SOURCE
Windows setup.exe, macOS universal .pkg, Debian .deb — or plain archives.