Browser FPS · Desktop & mobile · No accounts

Kill Ratio app icon

Coming soon

Kill Ratio:
Quad PvP

Indoor arena deathmatch with retro crunch and old-school rocket jumps.

Pick a nickname, drop into a warm industrial slaughterhouse, and chase frags until the round ends — then the map regenerates and you do it again. Built for browsers first: WASD + mouse on desktop, full touch controls on your phone.

Play in browser — soon

In development. Low-violence default; optional 21+ gore tier at startup. Concept art below is illustrative — not final in-game assets.

Frag fast. New map every round.

No lobby, no loadout grind — continuous join deathmatch where rounds hard-reset the arena.

Arena rules

Hard rounds, instant respawn

  • Free-for-all deathmatch — 4–16 players plus bots so it never feels empty
  • 20 frags or 10 minutes ends the round → fresh procedural map
  • Join anytime mid-round; score resets when the map does
  • Full old-school movement — air control, rocket jumps, splash mobility

Identity

Nickname in, frag out

  • Anonymous nicknames — no email, no accounts in v1
  • Text chat + emote/taunt binds (classic online DM vibes)
  • Unlockable sidearms & gadgets via rewarded ads — stored on your device
  • One unlocked sidearm + one gadget carried into each round

Retro crunch. Arena pace.

Warm industrial rust, affine texture swim, and chunky particles — tuned for 512×240 authenticity, playable on mid-range Android.

Visual north star

Late-90s console FPS feel — low-res framebuffer, nearest upscale, vertex jitter, colored light pools in dim halls.

Audio punch

Industrial rock tracks, XA-character SFX, RL/shotgun/rail benchmark weapons. Dual mix profiles for headphones vs phone speakers.

Procedural arenas

Indoor room-graph maps with multi-floor loops, vertical shafts, slime pools, teleporters, and jump pads — seeded every round.

Full weapon set

~8–10 weapons at launch — from sidearms to room-clearers — plus unlockable gadgets like plasma beams, traps, and anti-matter bombs.

Concept art

Early look-dev mockups to set direction — not final shipped assets. Tap to enlarge.

Wide concept art of multi-floor industrial deathmatch arena
Arena overview — warm industrial
First-person combat concept with rocket launcher in industrial corridor
Combat — rocket mid-flight
Retro HUD concept with amber health bars and weapon row
HUD — chunky console bars
Mobile browser mockup with touch controls in landscape
Mobile — touch controls first-class

How a session plays

Three steps from URL to frags. No install required when we ship.

  1. 1

    Pick a nickname

    Type a handle and connect — bots keep the arena alive if you're early.

  2. 2

    Spawn and hunt

    Instant respawn deathmatch in a procedurally generated indoor map. Rocket jump, chase powerups, taunt the kill feed.

  3. 3

    Round ends → new map

    Hit the frag or time limit and everyone gets a fresh arena — zero lobby wait.

Where you'll play

Browser-first on desktop and mobile. Native wrappers later if we need them.

Coming soon

Desktop browser

WASD + mouse, pointer lock, full FOV slider. Chrome, Firefox, Edge — the usual suspects.

Coming soon

Mobile browser

Virtual stick, aim zone, and thumb buttons sized for notches. Mid-range Android is a first-class target.

In development

Browser release

No install required — open a link and play. We'll post the beta here when it's ready.

On the roadmap

Fair play

One shared arena, consistent rules, and anti-cheat enforcement — so frags feel earned, not exploited.

Retro render pipeline

Low-res render target, affine UV warp, 15-bit dither, circle sprite particles, and optional CRT scanlines.

Original soundtrack

Full industrial rock tracks and punchy weapon SFX — built in-house for headphones and phone speakers.

Armory unlocks

Extra weapons and gadgets — ricochet rifles, Tesla mines, melee gauntlets, IR goggles — unlocked per device via rewarded ads.

Powerup chaos

Damage boosts, invulnerability, silencers, hazard suits, and rare sphere powerups where the map allows.

Stay tuned

We're building locally first. This page will update when the public beta opens.

Public beta — soon Back to CB Radio