VLR-12 OPTICAL 2.2x
RNG --.- m
SHIELD100
INTEGRITY100
PHASE PULSE [G]READY
ARMOR0%
ARX-9
32 / 160
AUTO
FRAG 3
OBJECTIVE
MOTION TRACKER
PHASE 1
E
INTERACT
HOSTILE CONTACT
PHASE 1 · STANDBY
00:00
OUTSIDE THE CONTAINMENT FIELD
ALIVE 16
ELIMINATIONS 0
APPLYING ARMOR PLATE
CLICK TO INITIALIZE SYSTEMS
Deep Recon Command

VOIDSTRIKE

Echoes of the Abyss
VIRTUAL REALITY · QUEST 2 / QUEST 3
Put the headset on and press Enter VR. Everything else — deploying into a match, joining other operatives, the options — happens inside, on panels you reach out and press.
OPERATIVE — READY

Mission Select

DIFFICULTY: VETERAN
NO MISSION SELECTED

Loadout

SELECT TWO PRIMARY SYSTEMS

PHASE PULSE — TACTICAL

Omnidirectional graviton scan. Marks hostiles through cover, collapses Veyr shielding, exposes weak points, interrupts channelled attacks and illuminates hidden Veyr navigation glyphs. Praetor-class and Avatar-class targets resist the interrupt.

COOLDOWN14.0 sRADIUS26 mMARK DURATION7.0 sSHIELD DRAIN60%

M-40 KINETIC CHARGE — ORDNANCE

Bouncing pressure charge with a 2.2 second fuse. Damages shields and integrity, staggers light infantry, and cracks Bulwark power cells from behind.

CAPACITY3FUSE2.2 sRADIUS6.5 mMAX DAMAGE190

Settings

CHANGES APPLY IMMEDIATELY

Controls & Field Manual

QUEST 2 / QUEST 3 TOUCH

FIELD NOTES

You are standing in the room. Duck behind a crate and you really are behind it; lean around a corner and only your head is exposed. The crouch button exists for seated play, and lowers the floor rather than your view.
Rifles and shotguns want both hands. Bring your off hand to the foregrip and hold the left grip: recoil drops, the group tightens and the sway settles. The VLR-12 particle lance is barely controllable without it; the HELIX hardly notices. Fire one-handed and the game will let you — it just will not reward you for it.
There is no aim button. Bring the weapon up to your eye and look through the sight, exactly as you would with a real one. The ARX-9 reflex frame, the HELIX ghost ring and the hollow optical tube on the Lance are all see-through, so the sight picture is genuinely a sight picture.
Reload by slapping the right grip. Reach over your right shoulder and squeeze the same grip to bring your other weapon off your back. Turn your left palm toward your face to raise the deck schematic on your forearm.
Snap turning is on by default and is the single biggest thing standing between you and motion sickness. If you are new to VR, leave it on, leave the comfort vignette up, and give it a few sessions before you reach for smooth turning.
Shields regenerate after a delay. Integrity does not — recover it from MED canisters. Armor plating reduces incoming damage until it is depleted.
Veyr cranial nodes, Bulwark power cells and Praetor cores take critical damage. Phase Pulse reveals them.
Crouching tightens weapon spread. Firing immediately after a sprint incurs a short readiness delay.
Every sight is a real opening — the ARX-9 reflex frame and the HELIX ghost ring are see-through, and the VLR-12's optical tube is hollow. Aiming the Lance past 80% engages the 2.2x magnified sight picture with a live range readout.
Battle royale weapons are graded COMMON · UNCOMMON · RARE · EPIC · UNIQUE. Higher grades hit harder, hold more, kick less and reload faster; the grade is shown by the coloured chevrons on the receiver and by the ammunition readout. Picking up a better grade of a weapon you already carry upgrades it in place and keeps your ammunition.
You insert with one randomly issued COMMON frame. Almost everything else is sealed: breach a supply crate with the left trigger for three to six graded items, or a pressure canister for one or two. Amber-lit crates hold the best ordnance, and periodic supply pods always contain an EPIC frame or better. Very little is left lying loose on the ground.
Matches take place inside The Crucible, a sealed 180 m deck of thirty-six rooms with a randomised floorplan and doorways that change every match. Sixteen combatants insert at separated points across the deck, so the opening seconds are a scramble for the nearest cache. Sight lines are short and every fight is a room fight.
The weapon lowers automatically against nearby walls. If the model still covers too much of your screen, raise Weapon Model FOV in Settings; Hostile Outline adds a rim highlight to Veyr units in dark areas.

BROWSER LIMITATIONS

Pointer lock and audio require a user gesture and are requested when a mission begins. If your browser blocks pointer lock, click the viewport again. If audio remains silent, click once inside the window — some browsers suspend audio until interaction. Progress is stored with localStorage; if storage is blocked (private browsing), the game still runs but scores and settings are not retained for the next session.

Credits

ORIGINAL WORK

VOIDSTRIKE: ECHOES OF THE ABYSS

A compact single-file vertical slice. All geometry, textures, animation, audio, interface graphics and mission content are generated procedurally at runtime — no external assets of any kind are loaded.

SYSTEMS

Custom deferred-lit forward renderer wrapper with bloom, tonemapping, vignette, grain and event-driven chromatic aberration · swept-AABB character physics with step, slope and mantle resolution · pooled particle, tracer, decal and light systems · state-machine hostile intelligence with cover scoring, flanking and attack tokens · procedural articulated character rigs · Web Audio synthesis for every sound in the game including adaptive score.

TECHNOLOGY

Three.js (MIT) for WebGL rendering. Everything else authored here.

THE VEYR CONTINUUM

An original distributed intelligence. Any resemblance to existing franchises, factions or designs is unintended.

OPERATIVE

You.

Battle Royale — The Crucible

OFFLINE

OPERATIVES IN LOBBY

Every match is a field of sixteen. Two operatives are required to launch online, and autonomous combatants fill every remaining slot — two players means fourteen bots, three means thirteen, and so on. You can also deploy offline immediately against fifteen.

MATCH RULES

MAPTHE CRUCIBLE · SEALED DECK · 180 × 180 m FIELD16 COMBATANTS — BOTS FILL THE REST LAYOUT36 ROOMS · RANDOMISED FLOORPLAN INSERTIONSPREAD ACROSS THE DECK CONTAINMENT7 collapsing phases START KITONE RANDOM COMMON FRAME LOOT GRADESCOMMON · UNCOMMON · RARE · EPIC · UNIQUE CACHESCRATES & CANISTERS — BREACH WITH [E] SUPPLY PODSPERIODIC · EPIC GRADE RESPAWNSNONE

NETWORK

CALLSIGN

REGION

DECK SCHEMATIC

THE CRUCIBLE — DECK SCHEMATIC
M — CLOSE · B — PING WHAT YOU ARE LOOKING AT
OPERATION COMPLETE
#12

ELIMINATED

DROP SEQUENCE INITIATED

OPERATION SUSPENDED

OPERATION REPORT

MISSION COMPLETE

S
FINAL SCORE
0
NEW PERSONAL BEST

SYSTEM FAILURE