The game
A fast competitive arena shooter built for the headset: dash, grind rails, and fight five-on-five on dedicated servers where the server — not your opponent's client — decides what happened.

Never touch the stick
Dash
Aim where you want to be, hold, release. Dashes are charges — and every kill refunds one, so the pilot who's winning keeps moving.
Rails
Grab a rail and ride it around the map. Even the payload cart's route is a grind rail.
Honest netcode
Dedicated servers re-simulate every move. A client sends input, never claims — so if you saw the hit, it happened.
Modes
Deathmatch
First to the score target wins. Free-for-all, or Team Deathmatch when the room — or the map — calls for it.
Control Point
Press a point's Rail Frame button to flip it. Every point you own banks team-seconds; first to the target wins.
Domination
Sweep every point and hold for five seconds to take the round. While you hold, the swept team can't respawn. First to three.
Payload
Stand on the deck to push the cart; defenders on the deck roll it back. Both rosters attack once — the series decides it.
Split Payload
Payload with a junction lever. Switch the cart's route before the fork — after that, the track is locked in.
Demolition
Attackers break three crystal sites, defenders repair them. Two halves, the roles swap, sudden death on the clock.
King of the Hill
One hill is live at a time and it keeps moving. Hold it, score it, chase the next one.
Kills never end an objective match — the objective alone decides the winner. A normal death is a five-second respawn.
Maps
- Depo
- Foundry
- Helix
- Junkyard
- Switchfall
- Vacate
- Veinbreak
- Vertigo
Weapons
| Weapon | Damage | Range | Mag | What it does |
|---|---|---|---|---|
| Pistol | 18 body · 50 head | 200 m | 16 | Hold to charge: a charged shot spends 4 rounds and ricochets six times. |
| SMG | 9 body · 14 head | 90 m | 36 | Fully automatic. |
| Shotgun | 11 body · 16 head / pellet | 55 m | 3 | 9 pellets per shell, 2.25 m blast. |
| Sniper | 55 body · 100 head | 350 m | 5 | No travel time: the round lands on the trigger pull. |
| Prox Mine Launcher | 85 splash | 90 m | 2 per hand | 4.5 m splash. Mines stick, wait, and can be shot (50 HP). |
| Guided Rocket | 100 direct | 160 m | 3 | Steer with your wrist while the trigger is held. 8 s flight, 35 HP. |
| Shield | — | — | — | Blocks, then answers: absorb damage, then return fire. |
Numbers are the current live tuning and change with patches — the patch notes say when.