Rifle
Accurate and steady. The one you come back to.
- Rate
- 9/s
- Damage
- 1
- Ammo
- 120
Tiny fighters.
Total chaos.
A browser arena shooter in four modes: hold a room against endless cube-headed drones, take five uplinks, outlast 14 others in a battle royale, or push the front 4 vs 4. Play alone, with an AI partner or online with a friend. No download, no account.
A new wave starts every 35 seconds. Each one sends 30% more drones than the last, and they walk a little faster. There's a five-second lull between waves. Use it.
They rise out of the floor at eight doors and walk straight at you. The rifle is plenty.
Doors overlap. Cover starts to matter, and so does the trip to an ammo pad.
Faster, denser, from every side. Three drones touching you is a second and a half of life.
You carry every weapon from the start, each with its own ammo. A drone has three hit points. The numbers below are the real ones from the game.
Accurate and steady. The one you come back to.
A hose. Wide spread, huge magazine, shorter reach.
Eight pellets in a fan. Clears a doorway in one pull.
A thick beam through every drone in the line, ending in a shock blast at the wall.
A 3.5 m blast that throws the survivors back.
Lobbed to where you aim, bounces, then a wide 5 m blast.
Fast violet bolts that pop in a small burst.
Drop a sentry that tracks the nearest drone for 30 s. Two at a time.
Drop a puck that drags every drone inside 4.4 m down to a crawl.
Two orange pads on the floor. Stand still on one for 2.5 s and every weapon refills. Then it needs 15 s to recharge.
The first room is playable now. What comes after depends on time, and time is what backing pays for.
The open floor. Seven weapons, endless waves, synthesized sound.
Close quarters with diagonal walls and chicanes, plus a deployable sentry turret.
Three long lanes under a low evening sun. Every room now has its own light.
The first round room: a station wheel above a blue planet, with glass between the spokes. A second map for the Uplink mission.
Blue against Yellow on a long map. Take five spots from one side to the other; every spot you hold is where your team comes back in.
A fresh procedural maze every match, fourteen AI rivals, weapon stations and a heat zone that closes in. Last one standing wins. Online battles come next.
A night-shift deck on a subdivided grid with a goal: hold five uplink spots, one after another, each harder than the last. Hold all five to win.
Drones now and then drop a glowing core: dash, blink, time stop, void pulse, overdrive or a decoy for the rest of the run.
A score that rewards kill chains and revives, your personal bests per room, and how your run compares to everyone else's.
A blue dusk room where every door is on one side, so you fall back and loop round. Plus a field that slows drones to a crawl.
Twin-stick touch controls, landscape play, aim assist.
An AI partner, or a friend online from a shared link. Revive each other, compare kills.
Fresh layouts with their own doors, cover and floor art.
More guns for the rack, each with its own sound and effects.
Runners, heavies and drones that shoot back, mixed into later waves.
The same maze and heat zone with real players instead of bots.
Bigger rooms for a full squad, with more doors and heavier waves.
Plans, not promises. Order and scope can change.
Pixels Offscreen is free. It's designed by one person and built together with AI coding tools. Tips pay for the hours, and the tools, that turn the roadmap into rooms.
One-off or monthly. Ko-fi handles the payment, and you don't need an account.
Send only the coin shown, on the network shown. Crypto transfers can't be reversed, so copy the address or scan the code rather than typing it.
bc1qtfyh8pxxkm75fgd85yuw5t5zj5d22svde9gaja0xBDe0e04C9cD7d8EA4FA92cAc8945044C9bf71A020xBDe0e04C9cD7d8EA4FA92cAc8945044C9bf71A024JDqfFZXRFemHEXJGxvEwUYXq3CpVdDsPFKbHDmqYYpATSd8ArqzVMyFasBKn5QHTREpS54FP7qBDq