Welcome to the world's first phone-controlled PC Multiplayer FPS Game!


Multiplayer

Pull out your phone and start blasting your friends and foes in this unique online FPS that relies on your ability to aim with your phone. Learn to wield a variety of rifles each with unique calibrations, find the best cover to gun down foes, climb the ranking leaderboards as you sharpen your aiming, unlock a variety of rewards and most importantly: have fun playing! The game delivers a refreshing new take on competitiveness in FPS games that would be hard to find anywhere else.

Community-Driven Project

The importance of building this game with input from the community cannot be understated. As a multiplayer game, making sure the game shares a vision with the playerbase in key areas of development gives it a chance to grow in popularity and keep in touch with what the community wants. As I'm most familiar with Discord, that's where the bulk of my community management will happen and there will be updates on Kickstarter as well.




Mastered a weapon and got bored of it? No problem! Each weapon comes with a different playstyle that favors different aspects of combat. For example, more powerful guns tend to have larger recoil, in this game that means that the flick-up required to fire such weapons would be much greater, sacrificing some accuracy, stability and comfort in exchange for power. Here is an illustration on how recoil affects your ability to shoot with your phone:









Maps are built to have opposite teams face each other. The cover you hide behind is generally either partial cover or can be exposed through clever positioning, forcing you to learn about strengths and weaknesses of any given location in all of the maps.

Movement is simplified to be as intuitive as possible while allowing most of the focus to be on aiming. The movement was designed to be only in left and right directions across a line defined by the map (some maps have curved paths or slopes to climb for high-ground advantage). Tilting your phone sideways in either direction will make your character move until you stop tilting. This type of movement allows for repositioning, hiding behind cover and dodging enemy fire while distancing opposing teams for safety.





Alpha is planned to start around late November to mid December. My goal is to invite the majority of backers of all tiers to alpha testing. I can't give a release date for later testing phases (ex: second alpha testing, beta) until after the first alpha is over, because it depends on the bugs and requests from the testers of the first alpha.

What to expect from the alpha? The alpha's main goals is to test the novel controls on a massive scale, server stability, general gameplay flow, latency as well as finding bugs. So I will focus my attention on those things rather than the amount of content available for first alpha. Therefore, there will be a limited number of playable maps during playtesting, likely no advanced queue ranking system or leaderboards yet. Some Kickstarter rewards may come at a later playtest.





After I was done developing the phone controller, movement, combat & realistic visuals, I figured it was time to take this project seriously and bring a community to it. Funding this project means I'll be able to dedicate quite a significant amount of time turning this into a playable online FPS. Having backers that I can bounce ideas off of & get feedback from will also be an invaluable tool to refine this project into something far greater than what I could achieve by myself.