In development · Solo dev · UE 5.7.4

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.

The concept

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.

01

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.

02

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.

03

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.

Mission types

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

Methodical

Building clearance, hostage rescue. Stack-up entry, room-by-room. Precision beats speed. One wrong move and the whole operation falls apart.

Raid

Mixed

Targeted 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 → Loud

Eliminate a high-value target. Stealth or direct confrontation — the client doesn't care, only the result. Plan your approach carefully.

Recon

Slow & tense

Covert 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

Reactive

Hold 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

Mixed

Acquire and extract an object, shipment, or person. The insertion is one thing. The exfil is always harder. Expect resistance on the way out.

Gear

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 more
Weapon attachments8 slots
Armor configurations4 tiers
Stat axes5 dimensions
Utility slots4 / operator
Ammo typesFMJ · AP · Subsonic
Weapon categories12 classes
Design pillars

What 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.

Development roadmap

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.

01

Foundation

Complete
Progress100%
  • Core movement & shooting mechanics
  • Basic weapon prototype
  • First playable map (whitebox)
  • Listen server networking baseline
02

Core Combat Systems

In Progress
Progress60%
  • Full ballistics implementation
  • Injury & healing system
  • Sound propagation system
  • Modular weapon attachment system
03

AI & Mission Framework

Up Next
  • Dynamic AI behavior implementation
  • First complete mission type (Breach & Clear)
  • Mission state machine
  • Loadout selection UI
04

Content Expansion

Planned
  • 4 additional mission types
  • 3-4 additional maps
  • Full gear progression system
  • HQ / Operations Room hub
05

Polish & AI Teammates

Planned
  • AI teammates for solo play
  • Audio polish pass
  • Visual polish & lighting
  • Performance optimization
06

Closed Beta

Planned
  • Discord tester access
  • Feedback integration cycles
  • Balance tuning
  • Bug fixing & final release prep
Questions

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.

Community

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
Weekly devlog·Early access list·Tester program·Direct feedback channel