In development · Playtesting soon

Outgun. Outmove.
Outlast.

A fast, chaotic 2D multiplayer shooter — dedicated servers, distinct characters, and a battle-royale endgame.

Dedicated ServersUnique CharactersUltimatesBattle RoyaleWall-Jumps & Dashes Dedicated ServersUnique CharactersUltimatesBattle RoyaleWall-Jumps & Dashes

The first look

Watch it move

The Shooting Club key art

Every match is a firefight.

Two guns, one moveset, and a shrinking arena. Style is survival.

The roster

Pick your fighter

Bruiser
Chad

Chad

Close-quarters brawler. His shots slow anyone who dares face him head-on.

Zoner
Makarov

Makarov

Zone-control specialist. A sustained laser that melts and slows on contact.

Coming soon
Ana

Ana

One eye, zero mercy. Kit reveal on the way.

Coming soon
Emma

Emma

Half augment, all attitude. Kit reveal on the way.

Coming soon
Iago

Iago

Gold chain, dark shades, and a firm belief in flat earth and reptilians.

Coming soon
Sid

Sid

Sharp-dressed and sharper-eyed. Kit reveal on the way.

Coming soon
Larry

Larry

The smirking wildcard in green. Kit reveal on the way.

The Spy
Alexei

Alexei

The Spy. Calm, unreadable, always watching. Kit reveal on the way.

The full Shooting Club roster lineup

The whole cast

Eight fighters, one style. Two live now — six more on the way.

01

Tight, expressive movement

Wall-jumps, dashes, hover, drop-throughs — a moveset with real ceiling.

02

Server-authoritative netcode

Dedicated servers with rollback, built on Photon Fusion. No host advantage.

03

Characters & ultimates

Distinct kits, weapon effects, and game-changing ultimates.

04

Battle-royale endgame

A shrinking zone, drops, and a last-one-standing finish.

The road ahead

Building toward launch

01

Finish Netcode & Bullets

  • Host migration, networked match-state, death/kick edge cases
  • Bullet slow-effects — Chad slows enemies that face him; Makarov slows on contact
  • Emma & Iago bullets, plus wiring the rest
02

Characters & Ultimates

  • 6 new characters — two weapons each, coded, balanced, tested vs all
  • Ultimate abilities — framework, per-hero kits, testing
03

Battle Royale Systems

  • Shrinking damage zone — constant speed, ramping damage, resets on leaving
  • Elimination, spectate, endgame timer & rewards
  • Drops — health, ultimate charge, XP boost, temp damage boost
04

World, AI & Atmosphere

  • One big map — design, build, collision, spawns, optimization
  • Enemy / player AI + networked minions
  • Fog of war, room lighting & layering
05

Camera, Controllers & UI

  • PvP camera — spectator, death-cam, zoom, target switching
  • Controller support — PS4 / Xbox / Steam / 8BitDo + menu nav
  • UI finish — character select, minimap, leaderboard, result screen
06

Platform & Social

  • Steam achievements + API, build / cert, stats loop
  • Voice comms + text chat
  • Persistent progression — XP, unlocks, currency
07

Integration, Balance & Polish

  • Full integration + QA, balance pass, performance & UX
  • VFX — movement effects and hit / impact

Be there at drop-in.

Leave your email for playtest invites and the launch.

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