
First contact has already happened. The fight is over what they left behind.
Human operator squads deploy to crash sites and excavation zones to secure alien technology. Ranked competitive integrity, co-op PvE, arcade modes — all of it opened from a URL, not a launcher.
Momentum modifies gunplay — it never replaces it.
Quake-lineage ground feel with modern tactical tools: slide, vault, mantle, lean, sprint-to-ADS timing. A disciplined holder beats a sloppy rusher; a skilled rusher beats a camper. Skill decides.

ALPHA and BRAVO fight over what fell out of the sky. Two visual languages define every site: human steel, matte and amber-lit — and alien geometry, monolithic and violet, glowing hard enough to navigate by.
Round-based Data Core objective. Attackers extract an alien core from one of two vault sites; defenders hold or retake. ~90-second rounds, light economy, ranked MMR, seasonal soft reset.
Fast TDM and hardpoint energy. ~8-minute matches, quick respawn, XP bonus. Warm up, or spend a clean lunch break.
Squad ops against alien constructs — hack, escort, destroy, extract. Difficulty scales with squad skill. Loot unlocks cosmetics only.
Skill gauntlet and live firing range, with roguelike rooms, a daily seed and leaderboards to come. Your aim trainer lives inside the game.
FOB — the crew hangout and live firing range between matches — lands later, with a Discord Activity embed planned.
Learnable, deterministic recoil — not RNG spray. A ~280–420 ms rifle TTK band. A distinct audio identity per gun, and a kill-confirm cascade you can feel: hit marker, damage, kill chime, killfeed.
The standard. Learnable, deterministic recoil.
Fast, honest, always in the fight.
Close-quarter authority at the vault door.
Our commercial model is a trust product. Cosmetics fund the studio. Nothing you can buy will ever win you a round.
And your time is sacred: pick a 15, 30 or 60 minute session — or free play. Battle pass progress is XP-based and pausable. No daily-login punishment, no FOMO decay.
No Steam, no Epic, no console gatekeepers. Updates are a refresh, not a 40 GB patch night.
A custom engine — WebGPU-first with graceful fallback, WASM simulation, authoritative Rust servers built for desktop competitive framerates.
Instant share links and creator codes, PWA desktop install, and a Discord Activity embed — all planned distribution surfaces.
Gunfeel and movement come before meta systems. If it doesn't shoot right, it doesn't ship.
The same aim, movement and game-sense carry across ranked, co-op, arcade and solo.
Clear lanes, chokes and callouts. Rule-bound destruction. No motion blur or DoF hiding the fight.
Cosmetic-only monetization. Zero gameplay advantage for sale. Ever.
Session Contract: 15 / 30 / 60 minutes or free play. XP-based, pausable pass. No login punishment.
Queue Contact. Leave when your session ends.
Enter firstcontact.gg