Top-down multiplayer arena shooter // Project Hyperion

ARENA

Four teams. One flag. The clock only runs for whoever is holding it.

A 3D remake of Infantry Online's arena mode

See the Game

Blue  /  Red  /  Mint  /  Yellow

Overview

Every round starts you at zero

Levels last one round. Nothing carries over, nothing unlocks with playtime. Whoever reads the fight better wins it.

4Teams
1Flag
5Classes
1–10Levels per round
  1. Take the flag

    Your team scores one point for every second you hold it. Stop holding it, stop scoring.

  2. Carry the weight

    The carrier moves slower and burns bright on everyone's minimap. There is no hiding with it.

  3. Level as you fight

    Ten levels, earned inside the round. Weapons get chunkier on the way up: deeper sound, thicker tracers, heavier impacts.

  4. Die, drop, reset

    Death drops the flag where you fell. The round ends, the intermission runs, everyone starts at level one again.

System

Derez

Nothing in the arena just disappears. Walls, turrets, players. Everything destroyed derezzes, shattering into glowing fragments that light the floor on the way out.


Drop in, drop out

Rounds run back to back with intermissions between them. Join mid-round, leave mid-round. The match does not wait for a lobby.

Neon on black No grind Skill wins

Modes

Two ways to fight

One flag against three rival teams, or a ten-versus-ten grind down a fortified line.

Core mode

Hold the Flag

One flag. One carrier. Eighteen hunters. The scoreboard ticks once a second for whichever team owns it, so every second of possession is a second the other three teams are losing. Grab it and the whole arena knows where you are.

4 teams 1 point per second held Carrier slowed Carrier marked on minimap Death drops the flag

Objective mode

SIEGE

Ten attackers push a linear front through three sectors. Ten defenders hold it. Before the assault starts, defenders get a 30-second fortify phase to place turrets, drop shield walls and pick their ground. Take a sector and the line moves up. Lose all three and it is over.

10v10 3 sectors Linear attack / defend 30s fortify phase

Classes

Five kits, no filler

Pick a class at spawn. Each one solves a different problem on the floor.

Ballistics

Bouncing shells

Shells ricochet off arena walls. Learn the angles and you shoot people who never saw you.

Rockets

Splash & area denial

Big radius, big commitment. Owns doorways, chokepoints and anyone standing still on the flag.

Psionic

Fast skirmisher

Quick, bouncy, hard to pin. Built to harass the carrier and leave before the answer arrives.

Engineer

Deployables

Turrets and shield walls. Turn a bare corridor into ground your team can actually hold.

Vanguard

Energy shield

Walks into fire on purpose. The shield buys the seconds your team needs to move the flag.

Level 5

Specializations

Hit level 5 and your class forks. One pick, locked for the round. It changes how the back half of the round plays.

MARKSMANPrecision
< LV5 >
GUNNERVolume
ARTILLERISTRange
< LV5 >
DEMOLISHERImpact

Chassis

Frames

Every class runs three chassis variants. Twelve-plus combinations across the roster, and the frame decides whether you are the one chasing or the one being chased.

LightFastest on the floor, thinnest margin for error.
MediumThe baseline. Everything works, nothing spikes.
HeavySlow, loud, and very hard to move off an objective.

Round Mutators

The rules change on the banner

A mutator can roll at the start of any round. You read it during the intermission and adapt, or you lose to it.

M01DOUBLE BOUNCEShells ricochet twice as far
M02HOT SHELLSRounds land harder and heat up fast
M03GLASS ARENACover derezzes on contact
M04SUDDEN MELTThe floor stops being a safe place to stand
M05TURBO INTERMISSIONBarely time to spend credits before the next round
M06HUNTER ROUNDEveryone is coming for the carrier

// Rolled per round · announced on the intermission banner

Always-on

The server is never empty

One dedicated server, running around the clock. Squad-AI bots fill the empty slots and play with real doctrines: rush, flank, ambush, turtle. A round is always in progress. When humans connect, they swap in live.

Dedicated server Bots fill empty slots Live human swap-in Always playable

Between rounds

Intermission Economy

Credits come from kills, flag time and guarding the carrier. Spend them during the intermission on boosts that last exactly one round.

EarnKills · flag time · guard time
SpendOne-round boosts, bought between rounds
ResetBalance and boosts do not follow you out of the match

Deploy

Get in the arena

The launcher patches itself to the latest build in a few seconds, then connects with one click. No account setup, no store page.

Windows 10/11 · x64 · auto-updates on launch

The build is unsigned, so SmartScreen will warn you the first time you run it. Click More info, then Run anyway.