SHOOTER.mp
One mercenary team. One contract. One shot.
Tactical co-op FPS set in modern military environments. 2-6 players, deep modular gear customization, handcrafted missions. No matchmaking — friend lobbies, listen server, Discord-call sized teams. Built for those who crave authentic tactical gameplay without the bloat.
Newly formed. Working like pros.
Your team is a freshly founded mercenary contractor outfit. No money, less reputation — just basic training and a few weapons. Every contract is an opportunity, and every mistake is yours. Build your legacy one mission at a time.
Tactical realism
Low TTK, weighty weapon handling, sound design as primary info. No minimap, no kill feed. Only what you hear and see. Every firefight is lethal.
Deep gear depth
Tarkov-level modular customization for weapons and armor — without the inventory tetris. Stat tradeoffs define your build. Your loadout tells your story.
Coop-first design
No PvP balance compromises. Every decision serves the 2-6 player friend squad. Solo play with AI teammates comes later. Communication is survival.
Six kinds of contract. One style.
Every contract is a self-contained mission. Handcrafted maps with procedurally varying AI placement and weather conditions. Cash for the payout, reputation with the employer. Your choices shape your career.
Breach & Clear
MethodicalBuilding clearance, hostage rescue. Stack-up entry, room-by-room. Precision beats speed. One wrong move and the whole operation falls apart.
Raid
MixedTargeted insertion for a specific objective — intel, loot, or evidence. Get it done and exfil before the heavies arrive. Speed and coordination are everything.
Eliminate
Stealth → LoudEliminate a high-value target. Stealth or direct confrontation — the client doesn't care, only the result. Plan your approach carefully.
Recon
Slow & tenseCovert intel gathering. Detection is optional — but expensive. Your team is at its best when no one knows you were there. Patience is a weapon.
Defend
ReactiveHold the position for a set time. Multiple waves, dwindling ammo, deteriorating situation. You're either prepared for the onslaught — or you aren't.
Asset recovery
MixedAcquire and extract an object, shipment, or person. The insertion is one thing. The exfil is always harder. Expect resistance on the way out.
Your choice. Your weight.
Modular weapon and armor system. Every attachment is a stat tradeoff: less recoil, more weight. Suppressor, less noise — but longer barrel, slower ergonomics. Your loadout is your tactical decision.
No meta builds. No optimal loadouts. Just tradeoffs that reflect your playstyle and team role. Heavy armor operator or fast flanker — the choice defines your experience.
Learn moreWhat makes it tactical.
Four systems define the core experience. Each one exists to reward attention and punish carelessness — they're not features for marketing copy, they're the reason the game feels the way it does.
Dynamic AI behavior
Enemies react to your tactics, not scripted patterns. Flank repeatedly and they'll start watching corners. Rush carelessly and they'll set ambushes. No two playthroughs feel the same.
Audio-first information
Sound is your primary intel source. HRTF-based 3D positioning lets you pinpoint footsteps, reloads, and gunfire. Materials affect propagation. No minimap means your ears do the work.
Realistic ballistics
Bullet drop, penetration through cover, ricochet off hard surfaces. Walls aren't always cover. Ammo selection matters at every range. Every shot is a physics calculation.
Consequential injury
Limb damage changes how you play. Leg shots slow your movement, arm wounds reduce accuracy, untreated bleeding compounds. First aid is a tactical decision, not a hotkey.
The path forward.
Solo development means slow but steady progress. Every milestone is a step toward the full vision. Transparency is key — you'll see the wins and the setbacks.
Foundation
- Core movement & shooting mechanics
- Basic weapon prototype
- First playable map (whitebox)
- Listen server networking baseline
Foundation
Complete- Core movement & shooting mechanics
- Basic weapon prototype
- First playable map (whitebox)
- Listen server networking baseline
Core Combat Systems
- Full ballistics implementation
- Injury & healing system
- Sound propagation system
- Modular weapon attachment system
Core Combat Systems
In Progress- Full ballistics implementation
- Injury & healing system
- Sound propagation system
- Modular weapon attachment system
AI & Mission Framework
- Dynamic AI behavior implementation
- First complete mission type (Breach & Clear)
- Mission state machine
- Loadout selection UI
AI & Mission Framework
Up Next- Dynamic AI behavior implementation
- First complete mission type (Breach & Clear)
- Mission state machine
- Loadout selection UI
Content Expansion
- 4 additional mission types
- 3-4 additional maps
- Full gear progression system
- HQ / Operations Room hub
Content Expansion
Planned- 4 additional mission types
- 3-4 additional maps
- Full gear progression system
- HQ / Operations Room hub
Polish & AI Teammates
- AI teammates for solo play
- Audio polish pass
- Visual polish & lighting
- Performance optimization
Polish & AI Teammates
Planned- AI teammates for solo play
- Audio polish pass
- Visual polish & lighting
- Performance optimization
Closed Beta
- Discord tester access
- Feedback integration cycles
- Balance tuning
- Bug fixing & final release prep
Closed Beta
Planned- Discord tester access
- Feedback integration cycles
- Balance tuning
- Bug fixing & final release prep
Straight answers.
No PR speak. No vague promises. Here's what you actually want to know about SHOOTERMP.
Why solo development?
Creative control and sustainable pace. AAA studios churn out compromise. Indie teams can fracture. One person means one vision, executed slowly but correctly.
Why no matchmaking?
Tactical games need trust. Randoms can't execute coordinated room clears. Friends on Discord can. The game is built for the squad you already have.
Will there be PvP?
Not planned for initial release. PvP balance compromises PvE design. Maybe post-launch as a separate mode, but co-op comes first.
What about solo play?
AI teammates are planned for Phase 3+. The core experience is multiplayer, but solo operators will be able to run missions with bot squadmates.
How can I support development?
Join the Discord. Give feedback. Share with friends who'd appreciate the vision. Wishlist on Steam when available. That's more valuable than money right now.
When is the release date?
When it's ready. No rushed launches, no broken promises. The Discord community will know first when milestones are hit.
Be there before launch.
The game is still far from release, but the Discord is already live. Weekly devlogs, early testing opportunities, a real say in development. Shape the game before it ships.
Join the Discord