Deployment
Open strike-protocol.html in a browser — double-click it, or drag
it onto a browser window. There is nothing to install and no server required.
Pick a mode from the main menu and the match starts immediately. The game captures your mouse pointer when it deploys; press Esc to release it and pause. Click Resume to go back in.
Progression, loadouts and settings save to your browser's local storage, so they persist between sessions on that browser. Clearing site data resets them, as does Reset progression in Settings.
Controls
Several bindings aren't listed on the menu screen. The ones worth memorising are weapon swap on Q, melee on the middle mouse button, and hold-breath, which only exists while you're scoped.
Movement
Combat
System
Movement
Movement speed is a base rate multiplied by your weapon's mobility rating and again by Lightweight if you run it. Aiming down sights cuts speed roughly in half.
Sprint and the sprint-out penalty
Coming out of a sprint, your weapon takes a moment to come up before it will fire. That delay is per weapon class — about 0.10 s on an SMG, 0.18 s on a rifle, and 0.34–0.38 s on an LMG or sniper. Pulling the trigger cancels the sprint automatically, so you never need to release Shift first, but the heavier the gun the more you pay for being caught sprinting.
Sliding
A slide commits to the direction you entered it — you get roughly 18° of steering, not a free 360° spin. You can fire throughout, and pressing Space mid-slide cancels straight into a jump.
Mantling
Anything between roughly knee height and 1.85 m can be climbed: walk into it holding forward and you'll pull yourself up. The animation locks your look and your trigger for about 0.4 s, so don't mantle into an angle someone is holding. Below knee height you simply step up with no animation.
Gunplay
This is the part that rewards reading. Every rule below is something you can exploit deliberately.
Aiming tightens the cone, gradually
Accuracy is not a switch. Your bullet cone shrinks continuously as the sights come up, so a shot fired halfway into the aim-down-sight animation lands halfway between hipfire and full accuracy. On an assault rifle, fully aimed is roughly nine times tighter than hipfire. Moving widens the cone, sprinting widens it a lot, being airborne widens it more, and crouching narrows it.
The crosshair tells the truth. Its gap is computed from the same spread value the bullets use, so if the reticle is open, your shots really are going there.
Recoil is a pattern, not noise
Each weapon walks a fixed, repeatable recoil path that climbs the longer you hold the trigger. The climb persists — it only bleeds off after about 0.35 s off the trigger, at which point the pattern resets to the start. That means two things: you can learn to pull down against a specific gun, and short controlled bursts are genuinely better than praying through a magazine.
Damage falls off with range
Every weapon deals full damage out to its first range figure, then decays linearly to a floor at its second. The Arsenal table lists both. An SMG that kills in four shots at 15 m needs six at 40 m; a SCAR-H barely notices the difference.
Where you hit matters
| Location | Multiplier | Effect |
|---|---|---|
| Head | ×1.70 | Distinct hitmarker tone and a gold marker |
| Torso | ×1.00 | Baseline |
| Legs | ×0.85 | Slight penalty |
Shooting through cover
Rounds penetrate thin material and come out the other side with reduced damage. Wood is the softest, then sandbags, then sheet metal; concrete and stone stop a bullet dead. A round can pass through at most two surfaces. If you see an enemy duck behind a crate, keep shooting the crate.
Being shot at
Rounds that pass within about 1.5 m of your head crack audibly and suppress you — your cone widens slightly and your aim flinches. Taking an actual hit flinches you harder. Toughness reduces both. Suppression is how the AI pressures you without landing a shot, and you can do the same to them.
Health
100 health, no armour. It regenerates fully after about 4.2 s without taking damage (3.2 s with Toughness). The screen edges redden as you drop; a heartbeat means you're one burst from dead.
Arsenal
Time-to-kill assumes torso hits at close range with no perks. Shots is how many it takes; TTK is how long that takes at the weapon's fire rate. Range is the distance where damage starts dropping and where it bottoms out.
| Weapon | Class | Dmg | RPM | Mag | Shots | TTK | HS | Range | ADS | Mob | Unlock |
|---|---|---|---|---|---|---|---|---|---|---|---|
| MP5 | SMG | 26 | 900 | 32 | 4 | 0.20 s | 3 | 16–34 m | 0.15 s | 112% | 1 |
| Vector .45 | SMG | 23 | 1150 | 30 | 5 | 0.21 s | 3 | 13–28 m | 0.14 s | 115% | 14 |
| P90 | SMG | 24 | 860 | 50 | 5 | 0.28 s | 3 | 18–36 m | 0.17 s | 108% | 30 |
| M4A1 | Assault rifle | 33 | 780 | 30 | 4 | 0.23 s | 2 | 30–60 m | 0.20 s | 100% | 1 |
| AK-74 | Assault rifle | 34 | 560 | 30 | 3 | 0.21 s | 2 | 34–66 m | 0.24 s | 95% | 6 |
| SCAR-H | Assault rifle | 44 | 520 | 20 | 3 | 0.23 s | 2 | 38–72 m | 0.26 s | 92% | 22 |
| M249 SAW | LMG | 30 | 700 | 100 | 4 | 0.26 s | 2 | 36–74 m | 0.36 s | 82% | 26 |
| Model 870 | Shotgun | 19×9 | 80 | 6 | 1 | — | 1 | 9–19 m | 0.22 s | 98% | 10 |
| MK14 EBR | Marksman | 55 | 260 | 20 | 2 | 0.23 s | 2 | 46–86 m | 0.28 s | 90% | 18 |
| Barrett .50 | Sniper | 135 | 48 | 7 | 1 | — | 1 | 70–140 m | 0.46 s | 78% | 34 |
| M9 Beretta | Pistol | 28 | 430 | 15 | 4 | 0.42 s | 3 | 20–40 m | 0.16 s | 120% | 1 |
| Skorpion | Machine pistol | 21 | 1080 | 20 | 5 | 0.22 s | 3 | 11–24 m | 0.15 s | 118% | 12 |
| .50 GS | Pistol | 62 | 280 | 7 | 2 | 0.21 s | 1 | 24–44 m | 0.20 s | 110% | 20 |
Equipment
One lethal and one tactical per loadout. Both replenish on respawn.
| Lethal | Carried | Damage | Radius | Behaviour | Unlock |
|---|---|---|---|---|---|
| Frag grenade | 1 | 150 | 6.5 m | 3.4 s fuse. Hold G to cook it down — hold too long and it kills you. | 1 |
| Semtex | 1 | 160 | 5.6 m | 2.2 s fixed fuse, sticks where it lands. Cannot be cooked. | 9 |
| C4 | 2 | 200 | 7.0 m | Command-detonated: throw with G, press G again to fire it. Any charges you have out go off when you die. | 19 |
| Tactical | Carried | Effect | Unlock |
|---|---|---|---|
| Flashbang | 2 | Whites out anyone with line of sight to it. Strength scales with how directly they were facing it. Blinds AI as well as you. | 1 |
| Stun grenade | 2 | Slows movement, sways aim and badly degrades accuracy for a few seconds. | 5 |
| Smoke | 2 | A real sight blocker, not decoration — enough accumulated smoke on a sight line breaks enemy line of sight entirely. | 13 |
Perks
One from each tier. Every slot has a level-1 option, so a fresh account always has a complete loadout.
| Tier | Perk | Effect | Unlock |
|---|---|---|---|
| 1 | Lightweight | +12% movement speed | 1 |
| 1 | Scavenger | Resupply ammunition from kills | 4 |
| 1 | Ghost | Hidden from enemy UAV and radar pings | 16 |
| 1 | Flak Jacket | −60% explosive damage | 24 |
| 2 | Sleight of Hand | +45% reload speed | 1 |
| 2 | Stopping Power | +18% bullet damage | 8 |
| 2 | Hardline | Killstreaks cost one kill less | 11 |
| 2 | Cold-Blooded | Enemy AI acquires you more slowly | 28 |
| 3 | Quickdraw | +45% aim-down-sight speed | 1 |
| 3 | Steady Aim | −35% hipfire spread | 7 |
| 3 | Marathon | Unlimited tactical sprint | 15 |
| 3 | Toughness | −40% flinch, faster health regeneration | 21 |
Killstreaks
Choose three. They're bound to 3, 4 and 5 in cost order, matching the HUD.
| Kills | Streak | Effect | Unlock |
|---|---|---|---|
| 3 | UAV | Reveals every enemy on your minimap for 30 s, except any running Ghost | 1 |
| 4 | Counter-UAV | Degrades enemy accuracy and hides your radar signature for 30 s | 17 |
| 5 | Precision airstrike | A bomb run along the line you're facing. Red rings mark the impact points about two seconds ahead — they will kill you too | 1 |
| 7 | Attack helicopter | A gunship orbits for 32 s engaging enemies on its own | 1 |
The rules that catch people out
- Spent streaks don't come back. Once you call something in, you have to die and rebuild the streak before you can earn it again.
- Streak kills don't feed the next streak. Kills scored by your airstrike or helicopter pay score and XP but do not advance your streak counter — no snowballing off one good run.
- Dying resets everything. Your counter goes to zero and any unspent streaks are lost.
- Your own airstrike will kill you. It lands roughly 22 m ahead of where you're looking. Watch for the rings and move.
- Hardline reduces every cost by one, so a 3/5/7 set becomes 2/4/6.
Modes
Team Deathmatch
Straight elimination. Every kill is one point. You respawn about 4 seconds after dying, at whichever spawn is furthest from danger.
Domination
Three objectives — A, B and C. Stand inside the ring to capture; roughly four seconds alone, faster with teammates, frozen while contested. Each flag you hold ticks points every five seconds.
Survival
Escalating waves of hostiles who get tougher every round. Clearing a wave restocks your ammunition and equipment and pays a bonus. One life — dying ends the run.
Playing Domination properly
Holding two flags wins matches; holding all three flips the enemy spawn on top of you and usually loses them. The capture bar appears on screen whenever you're inside a ring, and you'll get a warning banner when a flag you own is contested. Objective B sits on the ground floor of the centre building, not on its roof.
Courses
Four maps, chosen from the cards on the main menu. They are not reskins — each rewards a different loadout, and what you bring should change with the course.
| Course | Challenge | What it does to a fight | Bring |
|---|---|---|---|
| Strikepoint | Balanced | Three lanes around a two-storey centre building. The roof overlooks everything but has only two staircases. | Anything |
| Dustbowl | Long range | Open desert under a hard sun. Two facing ridges, a dry wash with a culvert under the middle, and rock outcrops as the only mid-field cover. Crossing open ground is the whole problem. | MK14 · Barrett · SCAR-H |
| Foundry | Close quarters | A roofed steel hall on two decks. Machine bays make a maze at floor level, a catwalk ring runs overhead, and the furnace block is the high ground. Sightlines are short and everything is a corner. | MP5 · Vector · Model 870 |
| Treeline | Low visibility | Fog and dense timber close sightlines to roughly 25 m. Log cabins are the hard points, a stream cuts an open lane, and two watchtowers hold the only long shots. | AK-74 · P90 · volume of fire |
Field pickups
Every course scatters resupply and weapons you did not bring. Both mark themselves with a column of light — green for ammunition, amber for a weapon rack.
Ammunition — just walk over it
No keypress. Crossing an ammo can tops up the reserve on both your weapons by roughly 45% of maximum and returns a lethal if you have thrown yours. The can then disappears for about 22 seconds, so a contested box is a reason to hold ground rather than a one-time prize.
Weapons — stand on the rack and press X
Racks hold something suited to the course: a shotgun and a marksman rifle on Strikepoint, a Barrett on the Dustbowl ridge, SMGs through the Foundry, a Barrett on a Treeline watchtower. Several sit on rooftops and catwalks rather than the floor, so taking one costs you the climb.
It is a trade, not a free upgrade. Taking a weapon replaces your primary and gives you only half its normal reserve — and the gun you put down stays on the rack for whoever comes past next, including them. The prompt names exactly what you are giving up before you commit.
Reading the HUD
Compass
Rotates with you and carries objective markers, lettered and coloured by owner.
Minimap
Rotates with you. Blue is always your team. Red appears only when an enemy fires, or for everyone while your UAV is up. Yellow dots are incoming enemy grenades. The ring turns green while a UAV is active.
Damage indicators
Red arcs point back toward whoever hit you. They're your only warning about someone behind you.
Streaks
Greyed until earned, amber and outlined when ready to call in.
Hitmarkers
White for a hit, gold with a distinct tone for a headshot, red for a kill.
Killfeed
Shows the weapon used and marks headshots, on both sides.
Progression
You earn 100 XP per kill, +50 for a headshot or a knife kill, 50 for an assist, 200 for capturing an objective, plus multi-kill medals and an end-of-match bonus. Levels get progressively more expensive; the cap is 55.
What unlocks when
| Level | Unlocks |
|---|---|
| 1 | M4A1 · MP5 · M9 Beretta · Frag · Flashbang · Lightweight · Sleight of Hand · Quickdraw · UAV · Airstrike · Helicopter |
| 4–8 | Scavenger (4) · Stun grenade (5) · AK-74 (6) · Steady Aim (7) · Stopping Power (8) |
| 9–14 | Semtex (9) · Model 870 (10) · Hardline (11) · Skorpion (12) · Smoke (13) · Vector .45 (14) |
| 15–20 | Marathon (15) · Ghost (16) · Counter-UAV (17) · MK14 EBR (18) · C4 (19) · .50 GS (20) |
| 21–26 | Toughness (21) · SCAR-H (22) · Flak Jacket (24) · M249 SAW (26) |
| 28–34 | Cold-Blooded (28) · P90 (30) · Barrett .50 (34) |
Ranks run from Recruit through Commander, advancing every three levels. Your rank bar sits under the title on the main menu.
Settings
Reachable from the main menu or while paused. Everything saves immediately.
- Mouse sensitivity and ADS sensitivity — the second is a percentage of the first, so lower it if scoped aiming feels twitchy relative to hipfire.
- Field of view — 65 to 120. Higher shows more but makes distant targets smaller.
- Bot difficulty — see below.
- Aim mode — Hold keeps the sights up only while the button is down; Toggle switches aiming on and off with a tap. Toggle is the one to use on a trackpad.
- Announcer, damage numbers, FPS counter, invert look.
- Reset progression — wipes levels and unlocks, and returns your loadout to gear you can actually equip.
Difficulty tiers
| Tier | Accuracy | Reaction | Damage | Aggression |
|---|---|---|---|---|
| Recruit | 30% | 0.72 s | 62% | 70% |
| Regular | 48% | 0.48 s | 82% | 90% |
| Hardened | 63% | 0.33 s | 100% | 110% |
| Veteran | 76% | 0.22 s | 118% | 130% |
Reaction is how long a bot takes to open fire after acquiring you — the single biggest factor in how dangerous a tier feels. Every bot re-rolls that delay each time it re-acquires you, so breaking line of sight and re-peeking genuinely buys you time.
Field notes
Tactics that follow directly from the rules above.
- The bots have eyes, not radar. They see through a forward cone of roughly 65°, widened only when they're shot at or hear close gunfire. Flanking works. So does simply staying out of the direction they're facing.
- Re-peek instead of holding. Every fresh acquisition re-rolls a bot's reaction delay. Breaking line of sight and stepping back out is mechanically better than sitting in the open winning a raw reaction contest.
- Bots shoot from where they hold the gun, roughly 1.2 m up. Waist-high cover genuinely blocks them, and it's why sandbags and barriers are worth using rather than running past.
- Smoke actually works. It is one of the few things that breaks AI line of sight outright. Use it to cross an open lane or to take a contested objective.
- Fire through soft cover. Crates and sandbags don't stop bullets. Concrete does.
- Don't sprint around corners with a heavy gun. An LMG or sniper needs a third of a second to come up. An SMG needs a tenth.
- Burst at range. Recoil resets after 0.35 s off the trigger. Tapping resets the pattern to the start every time.
- Take the centre building's roof, but know it's a trap. It overlooks everything, which means everything overlooks you, and there are only two staircases off it.
- In Domination, hold two and leave the third. Capping all three pushes the enemy spawn into your lap.
- On a trackpad, switch to toggle aim and lean on the MP5. Trackpad tracking is slower than a mouse, so the weapons that reward getting close and holding a wide cone beat the ones that reward precise flicks.
- In Survival, keep moving and use the perimeter. Waves spawn at the map edges and converge on you; standing in the open in the middle is how runs end.