A tactical 5v5 FPS where cheating is impossible.

There are no cheats.
Instead, every player gets Modules. Sanctioned, balanced, with your aimbot running server-side at zero ping. The simulation is the referee, and tactics still win the round.

Four rules. The rest is up to you.

KillScript Co. is hiring specialists. Since 2071 our training simulation has produced the most capable operators in private defense industry. The simulation works as follows.¹

// 01 SIMULATION

The simulation is the referee.

Server-authoritative simulation controls what specialists can do. Movement speed is fixed, a “360 no scope” is fast but not instant. Nothing the simulation allows is cheating.

// 02 MODULES

Modules are part of the loadout.

Any specialist action can be automated, and any data the simulation tracks is free to display however you need it. Tune preinstalled modules, use what others have built, or design your own.

// 03 RECON

Information wins the round.

Fog of war hides enemies outside your team’s line of sight. Use utility, peeks, lurks and trades to control the information. Wallhack is impossible outside of custom servers.

// 04 GUNPLAY

Game sense over raw aim.

Modules function server-side at zero ping, but they are bound to weapon physics. A better angle gets the first headshot, the first headshot throws off enemy fire. Aimbot levels the skill floor and does not affect the ceiling.

You have questions. Good.

Players who understand the problem.

HvH veterans. People tired of anti-cheat theater. Players who love breaking systems, testing limits, and turning rules into advantages. Those who treat FPS as a thinking game.

You do not need to code. You do need to think clearly, adapt fast, and help us find out whether this should exist.

No.

Cheating means violating the rules. KillScript doesn’t need a “client modifications aren’t allowed” rule. The server defines what is possible. Modules operate inside those limits. If the simulation allows it, it is part of the game.

In everything that happens before the shot.

Positioning, timing, utility, economy, information control, module tuning. Modules can help execute, but they do not decide where you should be, what you know, or when you should fight.

Because the server simulation is the absolute authority, and modules can access all the information a cheat would.

There will be cases where something useful is done using cheats that’s not possible with modules yet, but that would be a bug, not how the game is designed. We’ll either fix it, or make it a feature and allow modules to do the same.

Tactical 5v5 core.

A fleshed-out module system, scheduled matchmaking with a prototype rating system, three blockout maps, ten weapons, and five distinct utilities.

Expect bugs, balance swings, broken strategies, and fast iteration. Feedback on Discord will lead to real changes in the game.

Competitive first.

Pre-alpha is focused on ranked rules and balance. Custom servers exist for experiments, module testing, and casual chaos.

Pre-alpha is PC only. It starts in EU.

Other regions should still apply. We plan to expand server locations based on where qualified applicants are coming from.

Your application enters the recruitment queue.

Early applications have priority, but access is limited and wave-based. If selected, you’ll get an email with a link to claim your Steam key. How to claim a Steam key?

Once inside, you can move your friends’ applications up the queue.

Anti-cheat will never win.

The first waves are for players who understand why. Apply early for priority access. Selected applicants receive a Steam key by email, and can move their friends up the queue.