INFANTRY 99

The crowd
is back.

80-player capture the flag in your browser. Two hills, two flags, forty a side, like the late-night zone shooters of 1999. Minus the phone bill.

No download. Guests play free. Join from a link in under ten seconds. Squads are back.

dialing in...
Ridgeline / ctf / 40 v 40
play it
verified callsignslive
0/ 600

We build the full game at 600 verified callsigns. 0 reserved in all, 0 want playtest invites.

step one

Reserve your old callsign before someone else does.

First come, first served. Your callsign and squad tag are held until 30 days after launch, with first access to playtests and a Founding badge. That's all, and it's free.

verify with

Your wallet signs a plain-text note with your callsign. No transaction, no fee, nothing is sent to chain.

for the playtests (optional)
Free. One callsign per wallet or handle.
verified callsignslive
0/ 600

We build the full game at 600 verified callsigns. 0 reserved in all, 0 want playtest invites.

squads

Put a tag on your reservation and you get a squad page with a recruit link. Three verified members lock the tag for launch, with a Founding banner and a seat in the first squad tournament.

slice one

One map. One mode. Done properly.

NORTH LANE / open groundSOUTH LANE / brush blocks visionRED BASEBLUE BASEN BRIDGES BRIDGEFORD x0.6monument
Ridgeline, 160 x 100 tiles. Base hills with three ramps each, a river with two bridges and a ford, ruins at the crossing, open ground to the north, brush to the south. About one screen of space per player at 80.
mode: capture the flag
Two teams
Red holds the west hill, Blue the east. Up to 40 a side.
Capture
Grab their flag, bring it to your stand while your own flag is home.
Win
First to 3 captures, or most at 20:00. Then 3 minutes of sudden death.
Carrier
Moves at 85 percent, can't sprint, pings the minimap every 2 seconds.
Dropped flag
Sits 20 seconds, then goes home. Touch your own to return it.
Fog of war
Runs on the server. An enemy you can't see is never sent to your machine.

Four classes. Numbers on the card.

Rifleman

hp
100
speed px/s
225
Assault rifle
15 dmg / 6 per s / 650 px
2 frag grenades

The backbone. Kills a Rifleman in about a second.

Heavy

hp
140
speed px/s
185
Rocket launcher
65 direct + 40 splash / 800 px
Sidearm

Splash has no friends. Including you, at half damage.

Medic

hp
90
speed px/s
240
SMG
9 dmg / 10 per s / 450 px
Heal beam, +25 HP/s

Fastest on the field. Can't heal yourself.

Engineer

hp
100
speed px/s
220
Shotgun
8 pellets x 10 / 320 px
Turret, 2 sandbags, repair

Owns a chokepoint for 120 seconds at a time.

In-match cash from kills, assists and captures buys armor, grenades and turrets. It resets every match: nobody walks in with a bought advantage.

sandbox

Grab a rifle. Take their flag.

A small offline slice of the game, running in your browser: four classes, momentum movement with the real numbers, buildings you can walk into, cover that stops bullets, a turret and a few bots who shoot back. Single player, nothing to install.

dialing in...
hp
100
Rifleman / Assault rifle 30/30
kills 0 / downs 0 / caps 0

Roofs lift when you walk inside. Sandbags, crates and walls stop bullets; trees only hide you. Rockets splash, including on you. Bots are bots: the real thing is 40 people a side.

the plan

Prove the crowd first. Then build.

A 40v40 game with twelve players in it is dead on arrival. So nothing big gets built until we know the lobby fills.

  1. 01
    Reserve

    Three weeks. You claim a callsign and a squad tag. We count, honestly, who wants the crowd back.

  2. 02
    Decide

    Day 21. At 600 verified callsigns we build the full game. Under that, a playable demo first and another round of recruiting.

  3. 03
    Build

    About ten weeks: Ridgeline, CTF, four classes, server-side fog, replays. Public playtests from week six, reserved callsigns first.

  4. 04
    Play

    Open the link, pick a side, drop in. No download, no pass. Guests play free, forever.

the fine print

Reserving is free and costs nothing. Nothing to buy, no pass, no deposit.

what you get

Your callsign and squad tag held until 30 days after launch, first access to playtests, a cosmetic Founding badge.

clean room

An original game with our own code, art, map and names. Not affiliated with any other game, publisher or community.