● onlinetty/0guest@bubucn:~$
utc+08static
PLAYABLE BUILD · 2026.08.16

ZOF//DUTY:
Operation Blackout

A wave-based military shooter that boots in a browser tab. No install, no download, no art pipeline—drop into the street below and start clearing waves.

Play now live build · desktop · mouse + keyboard
ZOF//DUTY urban battlefield at golden hour
DEPLOY

Click the viewport to lock the mouse. Fullscreen strongly recommended.

playable new tab

WASD move · SHIFT sprint · C crouch/slide · SPACE jump · LMB fire · RMB aim · R reload · G grenade · 1-3 weapons · ESC pause

01 — the constraint

No textures.
No models. No files.

The rule for this build was simple and brutal: zero external art assets. Not a single .png, .glb, or .wav ships with the game. Every surface in the city is painted into a canvas at runtime and uploaded as a PBR texture—albedo, normal, and roughness—about thirty sets of them.

The same applies to everything else. The soldiers are articulated meshes assembled from primitives. The rifles are modelled in code, down to the bolt and magazine that actually move during a reload. Every gunshot, footstep, and explosion is synthesized in WebAudio. What downloads is the logic that draws the game, not the game's pictures.

ZOF//DUTY muzzle flash while firing down the street
Golden-hour light on the crossroads: procedural asphalt, storefronts, road paint and barricades, all painted to canvas at load time.
02 — the build loop

Parallel agents,
bound by a contract.

The project was built with Matt Shumer's Gauntlet Loop and his Claude of Duty prompt: build a pass, hand the result to a fresh critic, repair what it finds, test again.

The scaling trick was a file called CONTRACTS.md. It splits the engine into ownership zones—map, weapons, enemies, HUD, director—and freezes the interface between them: the exact event names, the exact method signatures, the shape each module must return. Several agents then work the zones in parallel without reading each other's code, and every one of them has to pass a clean vite build before it is allowed to finish.

03 — what shipped

A street that holds up.
An enemy that thinks.

The finished build is a 120×120m urban crossroads under golden-hour light: twelve buildings, wrecked vehicles, sandbag lines and burning barrels, 4k shadow maps and matched fog. Three soldier variants advance on it with real line-of-sight, seeking cover, flanking, firing in disciplined bursts and staggering when hit.

  • Three procedural weapons—M4A1, MP5, and a bolt-action AX-50 with scope
  • Cover-seeking enemy AI with line-of-sight, flanking, and burst discipline
  • MW-style HUD: compass pips, hitmarkers, kill feed, wave banners, K.I.A. stats
  • Every sound synthesized live in WebAudio—nothing is a recording
  • ACES tonemapping, bloom, SMAA, and a filmic teal-orange grade

Build checked on 2026-08-16 against the ZofDuty repository, MIT licensed. The embed above is a production Vite build of that source, served from this site with self-hosted fonts. It needs a desktop browser with WebGL2 and pointer lock—there are no touch controls.