
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.

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.
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.
No store page, no installer, no account wall. The URL is the game.
Geometry, textures and the bot navigation graph load together, then validate before the match starts.
One click captures the mouse. WASD, C to crouch, right mouse to aim. Nothing to configure first.
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.

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.

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

Hold a position against waves that keep coming. Money carries between waves, and so does whatever you failed to spend it on.
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.
| Speed | Height | Spread | |
|---|---|---|---|
| Stand | 4.6 m/s | 1.80 m | ×1.00 |
| Crouch | 2.2 m/s | 1.20 m | ×0.75 |
| Prone | 1.0 m/s | 0.70 m | ×0.50 |
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.

Sidearm
Rifle
Shotgun
Marksman
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.
| Accuracy | Reaction | Bounty | |
|---|---|---|---|
| Recruit | 35% | 450 ms | $200 |
| Regular | 60% | 280 ms | $300 |
| Veteran | 78% | 200 ms | $400 |


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.
38m47mClay walls, a collapsed tower and a square you cannot avoid crossing. Long sightlines on the outside lanes, short brutal corners through the arches.
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.

Nothing to install, nothing to sign up for. Bring a mouse.
One point per shot, in firing order. Vertical and horizontal offset in degrees, before per-tick decay. Origin is your crosshair.