Tactical shooter

Sunder

Status: Live

A server-authoritative tactical shooter built on Soulstack Studio, where guns win fights and hand-cast abilities shape the fight around them.

Incursors and Wardens fight over unstable sites with original firearms and hand-cast abilities called Casts, contesting a Rift Core objective alongside team and free-for-all modes. Every match runs on one deterministic simulation, shared bit-identically by client and server.

Sunder

Tactical shooter

Two factions

One fracture, two sides

Incursors carry the Rift Core to a site to open it; Wardens defend, trying to seal it before the breach holds. Both sides are mechanically symmetrical: the same guns, movement, hitboxes, Casts, and round economy either way.

  • Rift Core: attack to open it, defend to seal it
  • Strike (team deathmatch) and Surge (free-for-all) alongside it
  • 5v5 matches fill empty slots with up to four bots per team
Rift CoreThe objective
  • Incursors attack, Wardens defend
  • Open the Rift, or seal it
  • Strike and Surge modes too
  • Bots fill empty slots

Guns and Casts

Precise gunplay, hand-cast utility

Six weapon classes across two slots carry the gunplay; three hand-cast abilities, Veil, Flare, and Pulse, add tactical utility without turning into a hero shooter. Casts are bought into the round economy like utility, not unlocked as cooldown powers.

  • Six weapon classes, a sidearm through a bolt-action Longshot
  • Veil, Flare, and Pulse: smoke, flash, and a short info scan
  • Casts sit in the round economy, not on a cooldown wheel
LoadoutCasts
  • Veil: smoke
  • Flare: flash
  • Pulse: a short scan
  • Bought like utility, not a cooldown

Under the hood

One simulation, client and server

A framework-free simulation core ticks at a fixed 16ms step, bit-identical on client and server. Hit registration is resolved server-side, with lag compensation clamped to each connection’s own measured round-trip time, and match snapshots are filtered per player so nobody sees more than their own view should allow.

  • One deterministic engine, identical on client and server
  • Server-side hit registration with per-connection lag compensation
  • Snapshots filtered per viewer, closing wallhack-style leaks
NetcodeServer-authoritative
  • Deterministic shared sim
  • Fixed 16ms tick
  • Lag-compensated hits
  • Snapshots filtered per viewer

What’s inside

Gunplay and Casts, server-side

  • 01

    Rift Core objective

    Attack to open the Rift, defend to seal it, in a round-based tactical loop.

  • 02

    Hand-cast utility

    Veil, Flare, and Pulse give smoke, flash, and information without replacing the gunplay.

  • 03

    Strike and Surge modes

    Team deathmatch and free-for-all sit alongside the core objective mode.

  • 04

    Bot-filled matches

    5v5 matches fill empty slots with up to four bots per team.

  • 05

    Server-authoritative combat

    Movement, shooting, and hits are resolved server-side, never trusted to the client.

  • 06

    Deterministic shared simulation

    One engine, bit-identical on client and server, underpins the netcode.

Drop into the Rift

Sunder is live at sunder.sstk.studio, built on Soulstack Studio.