Tactical shooter
Sunder
Status: LiveA 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
- 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
- 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
- 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.