Tactical shooter

Sunder

Status: In development

A 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
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.

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.