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PLAYABLE BUILD · 2026.08.22

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
OX OF DUTY first-person combat in a desert compound
DEPLOY

Click DEPLOY, then click the viewport to lock the mouse. If an embedded browser blocks mouse look, open the page in Chrome or Safari.

playable new tab

WASD move · SHIFT sprint · CTRL/C crouch or slide · SPACE jump · LMB fire · RMB aim · R reload · 1-3 / wheel switch weapons · ESC pause

01 — the constraint

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.

OX OF DUTY aiming down the MX-47 Vanguard sights
Aiming down the MX-47 Vanguard sights across the desert compound in Wave 01.
02 — the systems

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.

03 — what shipped

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

Build checked on 2026-08-22 against source commit 7ae0304 in the OxDuty repository, MIT licensed. The self-hosted Vite build adds one integration guard so a browser that refuses pointer lock waits for the next canvas click instead of showing an error overlay; gameplay logic is unchanged. OxDuty and Three.js license texts ship beside the bundle. It requires a desktop browser with WebGL2 and pointer lock; there are no touch controls. Original work, not affiliated with or endorsed by any commercial game franchise.