Tactical shooter
Sunder
Status: In developmentA server-authoritative tactical shooter built on SSTK 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.
Built on SSTK Studio
Sunder is in active development, with no public match to join yet. Preview the platform it runs on at sstk.studio.
