Enter XFP3 indie game early access adventure, based on our brand new proprietary paintball physics engine. Play an original tactical FPS/Sport gameplay, with exclusive international leagues layouts and scenario maps.
All Reviews:
Mostly Negative (70) - 37% of the 70 user reviews for this game are positive.
Release Date:
May 30, 2017

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Recent updates View all (21)

September 12

New playtest September Tuesday 12th

Today, Loic Voulot (ex Tonton Captain) drives community meet'up.

A good opportunity to organize a live playtest, where everybody can join and give personal opinion on last game modifications.

All feedback is important to make the game you expect.

Check out our Facebook to have more information soon, or to see live streams.
The event starts around 8pm Central Europe Time, ie afternoon / evening Est Cost Time.
2 comments Read more

September 8

Patch Note Version 3.0: New server mode and Gameplay improvements

Availability date: September 8th 2017.

This update is dedicated to integrate some of the most priority community feedback:
- Improving the gameplay to increase the effective gaming time.
- Reducing the waiting time before finding a match on the server.


Server browser
New server mode to reduce waiting time before finding other players on the server.
The new item in the main menu is “Join Game”.
It is very different compared to previous “Quick Play” mode.
  • You choose the server you want to play on. A server hosts a set of layouts (1 or more). We start with a standard set of 3 layouts, but this architecture is flexible, and will be adapted to the community whishes as soon as we will have a sufficient number of players. When a server contains a set of layouts, layouts are played the one after the other one.
  • You can see how many players are in each server. For example: 7/10 in “2017 World Cup layouts”.
  • You immediately enter a game when you click “Join Game”. There is no need to be the maximum number of players. Whether there are 0 or 9 players on a 10 players server, you enter the game without waiting.
  • That way, every new player starting XFP3 can immediately see the right server where he can find players to join.
  • As a consequence, you can have a odd number of players at some times.
  • If a player has to leave, the match continues.
  • This new architecture main purpose is to give an immediate access to a field at any player joining the game. But it has other pros. We could have many servers with a different setup each, concerning speeds, precision, … and physics like gravity…

In this mode, you can invite friends to join you, simply telling them the server you play on.

Please note that the “Quick play” mode is temporarily deactivated, in order to group the players on this new mode. The studio starts with 1 server, but will pay attention to the number of players to increase this number when necessary. When the community will grow up, it will be possible to open again the Quick Play to be more scalable.

Hosting a XFP3 server
Some of you already asked us for hosting an XFP Server. This new server browser mode makes this technically possible soon, which could be very interesting for areas out of North America or Western Europe, where lag is too important to play on our official servers for the moment.
If you are interested to host an XFP server, please let us know.

  • New main Menu:
    - Join Game (new menu, instead of Quick Game)
    - Walk in the Field --> deactivated
    - Leaderboard
    - My profile
    - Settings (updated)

  • Important information: In order to focus on the core gameplay balancing, and to increase the effective gaming time, we temporarily deactivated the prebank time in the game. As a consequence, there is no captain role, and no profile (rusher, tactician and shooter) in this current version.
    That way, you immediately start to play and shoot when you click “Join Game”.

  • Brand new speed, times and precision management tool developed by the dev. That way, Loic Voulot, our paintball expert can now ask for gameplay adjustments to the dev for every key actions in the game. Compared to previews versions of the game, it’s no more neecessary to build an update to improve the main parameters of the game. This allow us to be much more reactive with the community feedback. This is a key factor to make the game more realistic and fun to play, and also to increase the playing time in each round. The objective is to make the players using the bunkers more efficient than running and shooting, like IRL.

  • Precision is better when you shoot without moving. It decreases when you walk, and decreases again when your run (… like IRL ;-)

  • Precision is better when you shoot crouch or laid down than stand up.

  • New move “Speed boost”. We reduced the run speed, because it was too easy to win moving while running. To still have a possibility to quickly reach a position, we introduced a new “speed boost”. But, to keep it fair and balanced, it is time limited (0,5 s) and you can’t shoot when you use it. You have only 2 speed boosts per round, and a gauge informs you of how many boosts you used.

  • Run is limited to 3 seconds, then speed reduces and fog appears in the goggle.

  • Lean and snap and jump amplitude have been increased.

  • Hand switching is now automatic when you lean left or right.

  • You can move while leaning. Very useful to adjust your position.

We had much community feedback on this point. Basically, we completely changed the keybindings, to comply with standard FPS controls.
Moreover, we make all key actions available in direct control. It is no more necessary to use the “Cover Mode” to lean or snap or switch hand.
  • The SHIFT key was previously used to activate the cover mode, and CTRL to run. We heard you and SHIFT is now the Run key, which is more comfortable.
    The idea to encourage the play with the bunkers remains an important point of the game… as the IRL paintball indeed. But we manage it now with more classical controls, taking into account community’s demand.
  • The Cover mode remains available, but with CTRL. You still have a precision bonus in this mode.
  • Classical WASD to move remains unchanged.
  • Snap (when lay down or crouch) or Jump (when stand up) on SPACE, as requested by the community.
  • Lean left or right on direct control Q and E.
  • Switch hand on direct control 3.
  • More simple avatar’s position changing, as requested by the community. Press X to change to lower position, and C to higher position.
  • TAB to get ingame stats.
  • ² key to display network stats.
  • New team chat ingame. Press ALT to display, and ENTER to share. “/all” to share with all the players.
  • Current layout name is written on left bottom corner.
  • All layout names have been renamed with standard name $Championship_$Event_$year.

  • Mouse sensitivity setup is now functional.

We wish this section to be oriented and commented by the community.
  • To continue to take into account players comments to balance all the gameplay setup. Even if we can now do most of the setup without having to build a new version.
  • Adding new Servers with new layouts or maps.
  • Polishing the game play with the new speed management system.
  • Improving the sound design.
  • Adding more feedback and QTE.
  • Installing the new animations set (already done, but we lake time to integrate it…) to have a much better rendering.
  • Improving the “Play with friends” management.
  • To continue to think about adding bots.

2 comments Read more

About This Game

Please read this before buying

XFP3 is a game in early stage and permanent development with the community.
We want to inform you that the gameplay is not yet completely balanced: We continue to change it according to the community feedback.
The list of features already included in the game is described below. It is still short, because our priority is to focus on the gameplay. We are a very small team, so all the features won't be developed in the same time, but we want to be very agile in our road map.
Since the game has been released recently, you may not find enough players on the servers at every hour of the day, but the community is still growing.
The game is playable in Europe and North America with a good latency. Other areas are not yet playable with a good gaming experience.

Your support is essential but this brings us to advise those who do not want a game in development to wait before joining our community.

Why buy the game now?

This said, we work hard to give an exciting realtime multiplayer paintball gaming experience to those who buy the game at this stage. You will be part of our adventure, participating to a brand new game development, with regular updates.

By buying the game now, you help our indie studio to go ahead, financing the dev and giving your opinion on what must be done to make the game you really want.

What is now included in XFP3?

- A very realistic paintball physics engine reproducing the unique paintball shooting lines (air friction simulation).

- A true realtime multiplayer engine dedicated to the unique physics of paintball shoots.
- 5v5 games on Server Browser released in version 3.0 you can join at any time (no necessary to wait to have the ideal number of players).
- Fire rate of 10.5 shots/second and per player (up to 200 simultaneous trajectories).
- Official layouts of international leagues based on WPBO, including NXL, Millennium, PALS, CXBL, UWL, SARPL.

To chat with the team (we have to dev a game, so we are not 24/24 on it ;-): https://discord.gg/mTHTAcT

What is new since the release of the game in may 30th?

- We focused on the core gameplay to make the game better balanced.
- We temporarily deactivated the prebank tactical phase before each round, because it was too much reducing the gaming time.
- We replaced the Quick Play mode by server browser. As a matter of fact, it was too long to wait other players to exactly fulfill a game. In the Server browser new mode, you immediately enter a game when you click Join, regardless of the number of players on the server. This mode is better the help building our community.

What is coming next in matter of days/weeks?

- Still on the first line: Gameplay improvement until community satisfaction.
- Continuous bug fixing.
- New animation set.
- New maps and layouts.

What is coming next?

- Competitive mode.
- Team management.
- Field Configurator.
- Reflection on bots in the game
- Other community whishes ;-)

Why did we make a paintball videogame?

Paintball is an amazing sport, offering intense competition and strong team experiences. On the surface it may appear to be a straightforward shooting game, but it is not—strategy is essential for success. Your team’s strategy, tactics and coordination may not be obvious at first sight but make all the difference between mindless shooting and truly playing the sport of paintball.

There are two more ingredients that make our paintball game unique. The first is realistic ballistics and the second is the maps, or layouts, designed by pros for competitions. The quality of those layouts relies on their real life “level design” that makes them suitable for international competition. We don’t forget the fun of playing on scenario maps with friends where strategy and tactics are also essential.

The XField Paintball Studio Team wants to create a new video game experience, based on the most realistic and immersive simulation possible of the sport of paintball, including features that reveal the depth and natural gameplay of this sport. The game is developed with pro players to address both the paintball community and the PC player without paintball experience.

In a nutshell, we want to create the Official Paintball Video Game, based on:
  • A fully immersive technical and design environment.
  • Gameplay based on team strategy, tactics and communication.
  • And a strong, community-driven update plan.

The Team

XField Paintball 3 is a small team, devoted to the development of the game. We have now 2 devs and 2 designers, 3 of theme are part time-teachers in a video game school.
XFP3 is powered by one of their creations, a custom designed FPS-Sport multiplayer hybrid engine and a new concept of gameplay.
We are four others to regularly contribute to the project, in communication or marketing (website, Facebook, store, Discord, mailing, press, …) or to go to meet the community at many paintball events, to find partners. Two of us are highly invested in the paintball community for many years, like Gael Chauvet in the media or Loic Voulot (Tonton captain or National Technical Director of the Paintball French Federation).
And Rachel who helps us a lot for accounting and legal points.
Most of us have part time job outside of the studio to make this project possible. We also had some support of pro animator or young devs. We want to thank them! We hope to be able to have them in the team again.
We also thank all those who help the project, like CS Paintball, leagues or brands.

Our expectation is to create a new and exciting paintball experience on PC, for paintball fans first, and maybe tomorrow to contribute to the paintball promotion out of its community.
Thank you for your support and your contribution to XField Paintball Studio.
Help us share our passion for the game.

The XFP3 Team.

System Requirements

    • OS: Windows 7
    • Processor: intel i3
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 760
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • OS: Windows 10
    • Processor: intel i5
    • Memory: 8 GB RAM
    • Graphics: Nvidia GTX 770
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
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