Vertical combat
The jetpack is one of the pillars of gameplay. Fights move from the ground into the air, and height control matters as much as aim.
$> THE ULTIMATE FIRST-PERSON SHOOTER PROJECT
Cybermetal is an ultra-fast, fully multiplayer FPS where every weapon hits with BFG-level force. Jetpacks launch most fights high above the arena, while expanded health pools turn duels into long, brutally intense firefights where movement, aim and pressure matter until the final second.
gameplay feed
manifest
The core game features come from the manifesto: fewer flat corridors, more movement, verticality, hard decisions and duels that truly have a shape.
The jetpack is one of the pillars of gameplay. Fights move from the ground into the air, and height control matters as much as aim.
Dodge, fast repositioning and mobility management should decide duels as much as reflex and aim.
Cybermetal moves away from instant TTK. Contact with the enemy should begin the exchange, not end the fight.
Every weapon should have its own character, weight and purpose: control space, force movement and punish for mistakes.
The map is a space to read and take over. Entry angles, height, returns into combat and aggressive decisions all matter.
Progression shows player history, but the result should be decided by movement, timing, resource control and team communication.
prealpha status
Cybermetal is in active pre-alpha. The foundation works, but individual systems are still being tested, balanced and stabilized.
Nearly all core mechanics are in place. Movement, combat, respawn, server joining and online gameplay already work together as the shared foundation of the pre-alpha.
The game includes 10 operators. Each has a unique 3D model, a dedicated weapon and weapon handling animations. Movement animations remain shared. Unique abilities and ULT-style special abilities are still waiting to be developed. Most operators currently use grenades; Phantom is the exception.
Characters currently have different weapon and health stats, but they move in a similar way. We are collecting data from the first players' live matches and using it to gradually balance operator stats, duel pacing, mobility and weapon effectiveness.
The game has basic audiovisual effects. Their current state does not block gameplay, so expanded audio, hit feedback and special effects have deliberately been moved to a later stage.
At the moment, one level is available: Arena. It is playable and works well in tests, but it supports only a small number of players. We are looking for a level designer to help create more maps focused on 5v5 team play.
operators
Ten operators for fast matches. Each brings a different combat rhythm, map pressure and a distinct toolset.
Phantom moves silently and faster than anyone else in the arena. He is the only operator carrying two weapons: a katana for instant close-range executions and a machine pistol for pressure on the move.
Volt is an advanced combat robot armed with an automatic Tesla Rifle. Electric beams cut across long distances like lightning, while high zoom lets him erase targets before they understand where the shot came from.
Maverick is a light sniper built for long-range combat, where one second of exposure is a death sentence. Light operators fall to one shot, heavier ones to two, and a clean headshot instantly kills any target.
Dyna is light, agile and outrageously fast. Her plasma cannon hits with serious force, and her speed combined with exceptional jetpack regeneration lets her rain fire from above before enemies can even look up.
Toxic turns the arena into a contaminated death zone. His cannon fires shells packed with toxic gas; on impact they burst into a green cloud that deals area damage to anyone reckless enough to remain inside.
Blitz is a gunner armed with an advanced machine gun that fires two projectiles at once. In the hands of an accurate operator, he becomes a machine for shredding armor, punishing peeks and cleaning corridors with surgical brutality.
Hex carries a heavy machine gun that does not ask for silence. Massive fire rate and a huge magazine let him pour uninterrupted fire for a long time, until the whole sector belongs to his squad.
Janusz is a heavily armored hardcase with the most explosive rocket launcher in the arsenal. He fires slowly, but every rocket is an evacuation order for the entire sector.
Cerberus is a walking fortress: heavily armored, loaded with health and built to break the front line. He carries a powerful automatic shotgun with brutal spread and high fire rate, turning close targets into scrap.
Zenith is the heaviest tank in the game, armed with a grenade launcher of massive explosive force. The parabolic arc of his projectiles lets him eliminate targets hidden outside direct line of sight, behind cover and on awkward angles.
faq
Key information about game availability, platforms and hardware requirements.
Yes. Cybermetal is and will remain free. It is a fan project created without a commercial profit motive, and I cover all development costs from my own funds.
Windows is currently supported. A macOS version is planned, and if the community is interested, a build for Debian-based Linux distributions may also be prepared.
For smooth gameplay, you need at least an RTX 3060 graphics card, a 10th generation Intel Core i5 processor or newer, 16 GB of RAM and about 40 GB of free disk space.
network status
Arena signals store score, server activity and current matches.