OX OF DUTY:
Sandstorm Protocol
A procedural wave-survival FPS with a complete desktop control stack, cover-seeking bots, and three distinct weapon platforms. Launch it below—the embed is the shipping build, not a video.
Play now live build · desktop · mouse + keyboard
Click DEPLOY, then click the viewport to lock the mouse. If an embedded browser blocks mouse look, open the page in Chrome or Safari.
WASD move · SHIFT sprint · CTRL/C crouch or slide · SPACE jump · LMB fire · RMB aim · R reload · 1-3 / wheel switch weapons · ESC pause
No asset folder.
Still a battlefield.
The source tree carries no downloaded textures, models, or recorded audio. The desert compound is assembled from Three.js geometry and runtime materials; gunshots, enemy fire, near-miss cracks, ambience, and the low-health heartbeat are synthesized through WebAudio as the game runs.
That constraint still leaves room for enterable buildings, layered cover, a wrecked vehicle, power lines, a hazy skyline, articulated operators, and weapon viewmodels with moving magazines and shell ejection. The production game is HTML, CSS, and JavaScript—the scenery arrives as instructions, not media files.

Movement is not input.
It is feel.
Movement uses a velocity spring rather than snapping directly to the keys. Tactical sprint, crouch, slide, jump-cancel, landing recovery, view bob, strafe roll, and two-stage recoil all feed the same camera rig. The MX-47 Vanguard, KS-9 Wasp, and S-12 Breacher each carry their own recoil, reload, fire rate, and aiming behaviour.
The hostile operators listen as well as look. Their perception combines line of sight, field of view, and hearing; once alerted they seek cover, respond to suppression, preserve squad spacing, and scale by wave. What matters is not just that a target moves, but that it gives the player a reason to move too.
A build you can play.
And inspect.
The repository includes deterministic menu, gameplay, ADS, combat, freeze-frame, and cinematic demo modes. Runtime failures surface inside the canvas, while the architecture document records module ownership and the public contracts between engine, world, weapons, enemies, UI, and movement.
- Three procedural weapons: MX-47 Vanguard AR, KS-9 Wasp SMG, and S-12 Breacher shotgun
- Perception-driven enemy AI with cover seeking, suppression response, and wave scaling
- Tactical sprint, crouch, slide, jump-cancel, ADS, recoil, reload, and shell ejection
- Fully synthesized WebAudio with distance-delayed fire, near misses, ambience, and heartbeat
- ACES tonemapping, bloom, split-tone grade, chromatic aberration, sharpen, grain, and vignette