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County Stood
A soldier moving through a dust-filled alley in Desert Town at golden hour

A full FPS in a browser tab

County Stood runs on WebGL2 at a locked 60Hz simulation. There is no launcher, no patch day, and no 40GB download. You click a link and you are in a firefight about ten seconds later.

Renderer
WebGL2
Simulation
60 Hz
Weapons
5
Bots
up to 10

Ten seconds, start to trigger

Every design decision serves one number: the time between opening the link and taking your first shot. That is why the whole game is a static site, why the assets are Draco compressed, and why the decoder ships with the game instead of coming from a CDN.

  1. 01

    Open the link

    No store page, no installer, no account wall. The URL is the game.

  2. 02

    Map streams in

    Geometry, textures and the bot navigation graph load together, then validate before the match starts.

  3. 03

    Pointer locks

    One click captures the mouse. WASD, C to crouch, right mouse to aim. Nothing to configure first.

Two ways to fight

Match rules live in a config file, not in code. Team size, score limit, respawn delay and the length of the buy window are all data, which is why they change between playtests instead of between releases.

Two squads trading fire across a ruined desert street
Playable

Team deathmatch

Five against five. Your four squadmates are bots, so are the other side's, and the first team to forty kills takes it. Eight minutes on the clock.

Team size5 v 5
Score limit40
Time limit8 min
Respawn3 s
A lone operator scanning a rooftop line at last light
Playable

Free for all

No team, nobody to shoot by mistake, twenty five kills to win. The fastest way to learn a weapon.

A squad holding a sandbag position against an advancing wave at dusk
In development

Team survival

Hold a position against waves that keep coming. Money carries between waves, and so does whatever you failed to spend it on.

Three stances, and each one costs you something

Standing, crouching and going prone change your speed, your silhouette and your spread at the same time. Dropping prone cuts your cone of fire in half and cuts your speed to a fifth. The trade is the decision.

0.5m1.0m1.5mSTANDCROUCHPRONE
Speed, collision height and spread multiplier for each stance
 SpeedHeightSpread
Stand4.6 m/s1.80 m×1.00
Crouch2.2 m/s1.20 m×0.75
Prone1.0 m/s0.70 m×0.50
Sprint6.5 m/s
Jump height1 m
Max slope45°
Step height0.3 m
Coyote time6 ticks
Jump buffer9 ticks

Five weapons, no filler

Each weapon carries four numbers that fight each other: damage, recoil, weight and price. A heavier gun walks slower and draws slower. An expensive gun costs you the round you die holding it.

The full loadout laid out on canvas: two rifles, two sidearms, a shotgun and grenades
  • Sidearm

    Sidearm

    FREE
    Sidearm in-game render
    DMG25
    RPM400
    MAG12
    RANGE60 m
  • Rifle

    Rifle

    $2700
    Rifle in-game render
    DMG30
    RPM600
    MAG30
    RANGE120 m
  • Shotgun

    Shotgun

    $1800
    Shotgun in-game render
    DMG9
    RPM90
    MAG8
    RANGE35 m
  • Marksman Rifle

    Marksman

    $4750
    Marksman Rifle in-game render
    DMG110
    RPM45
    MAG5
    RANGE200 m

Bots that think on a clock

Perception runs on a shared six tick cadence, so every bot re-evaluates ten times a second whether there are three of them or ten. Difficulty comes from reaction time and accuracy, never from how many bodies are in the room.

Bot difficulty tiers: accuracy, reaction time and kill bounty
 AccuracyReactionBounty
Recruit35%450 ms$200
Regular60%280 ms$300
Veteran78%200 ms$400
Vision cone110°
Vision range45 m
Perception10 Hz
Callsigns10
An operator in a dusty balaclava and goggles, lit from behind in steel blue
Alpha · ally
An opposing operator in desert gear, half turned away in low amber light
Bravo · hostile

Maps built for sightlines

Desert Town is laid out the way a competitive map is laid out: a long lane, a short lane, and a contested middle you have to cross to reach either. Cover is placed in metres, not by eye.

Desert Town concept art: a wide view of the playable space38m47m
ALPHA SPAWN
BRAVO SPAWN
TOWER
SQUARE
ARCHES
Playable

Desert Town

Clay walls, a collapsed tower and a square you cannot avoid crossing. Long sightlines on the outside lanes, short brutal corners through the arches.

Spawn points12
Nav nodes160
Extent96 × 64 m
Ammo caches3
Study the maps

What is playable, and what is not

The game is in active development and this board is the same one the team works from. Anything marked as building is not in the build you can play today.

  • 002Movement and the first mapPlayable
  • 003Gunfeel and combat corePlayable
  • 004Bots and the core loopPlayable
  • 005Arsenal and buy economyPlayable
  • 006Team deathmatch, five a sidePlayable
  • 008Full map, art pass, bot AI v2In progress
  • 007Team survival, endless wavesPlanned
  • 009Polish, launch, leaderboardPlanned
  • 010Online multiplayerPlanned
A lone soldier walking away down a dust-choked road into a low amber sun

The link is the game

Nothing to install, nothing to sign up for. Bring a mouse.

Recoil trace

One point per shot, in firing order. Vertical and horizontal offset in degrees, before per-tick decay. Origin is your crosshair.

  • Sidearm

    4 shots0.9° peak
  • Rifle

    30 shots1.2° peak
  • Shotgun

    3 shots2.6° peak
  • Marksman Rifle

    2 shots3.4° peak