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A round-based competitive shooter built in Unreal Engine, with one twist: you win by capturing a single asset and holding it. No respawns, learnable recoil, and a clock that only runs while the core is yours.

STATUS
Live
MODE
Holdout — capture & hold
TYPE
PC multiplayer, 5v5
WHO IT'S FOR
Competitive shooter players
TIMELINE
11 months, nights & weekends
TEAM
4 engineers, 1 level designer

Overview

Five against five, one life each per round, money to spend between rounds — a round-based competitive shooter built in Unreal Engine, with a twist on how you win: capture a single asset and hold it, no respawns.

The Problem

Round-based shooters share a structural problem: once a round is decided, the last thirty seconds are dead time for everyone, and a straight elimination win condition gives a losing team no reason to keep contesting a lost fight.

How We Solved It

We designed Holdout: capture the core, bank ninety seconds of uncontested control to win, with the clock decaying rather than resetting when you lose the point — so a losing team that retakes it for even fifteen seconds has changed the next round's maths instead of achieving nothing. Server-authoritative netcode with lag compensation keeps hit registration honest, and recoil was tuned over six weeks until it felt learnable rather than random.

Key Decisions

The Result

Every round stays live until the buzzer instead of going dead once one team is ahead, and elimination remains a valid second win condition rather than being replaced. The mode, the map built around it, and the core shooting all shipped and are live.

Post-launch playtest sessions show players disengaging in the final thirty seconds far less often than in the original straight-elimination prototype.

Screenshots

What it looks like today

Unfinished and posted anyway. Drag, swipe, or use the arrows — these change often.

Buy phase
CURRENT BUILD BUY PHASE 0:11 $4,250 AK-Pattern $2,700 M4-Pattern $3,100 TEAM ECONOMY YOU $4,250 · full buy
Round economy — weapons, utility and team spend, all visible before the round starts.
01 / 01
What we built

Modules & features

The pieces that make up this project, shipped and in production.

Core movement and shooting
Server-authoritative multiplayer
Holdout capture and hold clock
First map, built around rotating core points
Round economy and buy phase
Tuning capture time, hold length and decay
Fixed, learnable recoil patterns per weapon
Built with
Unreal EngineC++BlueprintPostgreSQL
TELL US IF THIS MODE IS BROKEN

The number we're least sure about is decay. Right now banked time drains slowly when you lose the point — enough that losing hurts, not so much that a comeback is impossible. Too slow and the round never resolves. Too fast and it's just a capture point with extra steps.

If you've played a lot of round-based shooters: does a hold clock that decays instead of resetting sound tense, or does it sound like rounds that drag? And when there's a build worth playing, we'll need people to break it.

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