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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
13
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
Respawn5 s
A lone operator scanning a rooftop line at last light
In development

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
Playable

Team survival

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

Rooms are open

Online multiplayer is in public test. Make a room or pick one from the public list, choose your map and your side, and start — the empty slots are held by bots until humans take them. The room runs on an authoritative server that ticks the same sixty-times-a-second simulation the browser runs.

  • Public rooms

    Every room in the list shows its map, its occupancy and who is waiting in the lobby. Join one, pick a team, and the countdown starts when the host starts it.

  • Bots hold the slots

    A match does not wait for sixteen people. Bots fill the empty roster slots, and the rules stay the same when a human takes one over.

  • The server is the referee

    Hits, scores and the scoreboard live on the server, which runs the same simulation package the game ships. No player's client gets the final word.

In active testing: invite links, reconnecting after a drop, and per-room settings are still being built.

Public test
Server60 Hz authoritative
RegionSingapore
Room sizeup to 16
AccountsNot required

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

Thirteen 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
  • MP5

    SMG

    $1300
    MP5 in-game render
    DMG27
    RPM750
    MAG30
    RANGE70 m
  • Galil

    Rifle

    $1950
    Galil in-game render
    DMG28
    RPM650
    MAG35
    RANGE100 m
  • M16

    Rifle

    $2900
    M16 in-game render
    DMG33
    RPM550
    MAG30
    RANGE140 m
  • AK-47

    Rifle

    $2700
    AK-47 in-game render
    DMG36
    RPM600
    MAG30
    RANGE110 m
  • Desert Eagle

    Sidearm

    $700
    Desert Eagle in-game render
    DMG55
    RPM260
    MAG7
    RANGE90 m
  • Belt-Fed LMG

    Machine gun

    $4600
    Belt-Fed LMG in-game render
    DMG26
    RPM750
    MAG100
    RANGE80 m
  • Rocket Launcher

    Launcher

    $4200
    Rocket Launcher in-game render
    DMG105
    RPM45
    MAG1
    RANGE200 m
  • Field Knife

    Melee

    FREE
    Field Knife in-game render
    DMG55
    RPM100
    MAG0
    RANGE1.9 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$400
Regular60%280 ms$600
Veteran78%200 ms$800
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 points16
Nav nodes1068
Extent128 × 64 m
Ammo caches4
Study the maps

Key features

Everything here is in the build you can play today, except where marked. Nothing on this list is a promise — it is either shipped, or labelled honestly.

  • Team deathmatch, five a sidePlayable
  • Team survival, endless wavesPlayable
  • Buy economy and thirteen hand-tuned weaponsPlayable
  • Bots that hear, hunt and searchPlayable
  • Spatial combat and footstep audioPlayable
  • Separate TDM and survival leaderboardsPlayable
  • Mobile touch and gyro aimingPlayable
  • Online multiplayer roomsPublic test
  • Krung Kao, the island mapIn development
  • Custom room settingsIn development
  • Team Classic, round-based eliminationPublic test
  • Bomb objective, plant and defuse roundsPublic test
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
  • MP5

    5 shots0.6° peak
  • Galil

    8 shots1.1° peak
  • M16

    8 shots1.1° peak
  • AK-47

    8 shots1.3° peak
  • Desert Eagle

    3 shots2.5° peak
  • Belt-Fed LMG

    8 shots0.8° peak
  • Rocket Launcher

    1 shots3.0° peak
  • Field Knife

    1 shots0.6° peak