A competitive FPS mechanics showcase that focuses on gameplay where skill is the only gap. Movement, ballistics, netcode and overall functionality tuned to feel ultimately balanced. No aim assist / No hero abilities / No public SBMM / No pay-to-win. Just you and your raw performance.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Z.A.G.E is a four-game series, and this is where it starts. The Sandbox is the foundation of all this. We are putting it in front of players now so the concept is settled which will grow stable more over time.

Many years of solo work went into these mechanics, on top of additional time constantly learning the engine. The one thing we cannot do internally is find out how they hold up with many players with different machines and opinions on features.

It also means our development is visible. Keeping transparency open is very important to us. Every build ships with patch notes, every balance decision carries its reasoning, and when we get something wrong you will see our clarity on the matter.”

Approximately how long will this game be in Early Access?

“Around 12 to 18 months, aiming for 1.0 during 2027.

Sandbox leaves Early Access when the movement, weapon and destruction systems are finished and stable, because the Arena FPS that follows is built directly on top of that. Shipping early is detrimental to us as we know it would cost us years later. Not worth our sanity of accepting unfinished products and the never-ending controversy.

The Arena FPS, the first competitive game in the series and a 4 to 16 player one, goes into production in 2027, targets its own Steam Early Access late 2027 into 2028, and a full release in 2029. Two larger games follow it Warfield & Survival), into the 2030s.

If we need more time, we will put the additional amount it needs, and we will say why in the open rather than give a concrete date on when it's ready. Treat any planned dates as a prediction rather than a target release.”

How is the full version planned to differ from the Early Access version?

“More of what the showcase exists to demonstrate:

- Additional mechanics
- Physics improvements
- Advanced movement (sliding, mantling and vaulting)
- Modular weapons & attachments
- Vehicles
- Interaction systems
- Resources
- Building components,
- Audio propagation
- Wider destruction
- Map demonstrations
- And much more.

One thing worth being blunt about: Sandbox is a mechanics showcase for proving systems, not the competitive game itself. The Arena FPS is a separate release.”

What is the current state of the Early Access version?

“Playable, and much more to work on before making it competitive PvP.

Working now:

- The core movement system
- Full ballistics with bullet drop
- Material bullet penetration & VFX
- Learnable recoil patterns
- Server-authoritative netcode running at 60Hz or better.
- Automatic optimisation pipeline

Still in progress: the advanced movement layer, the experimental innovative destruction mechanics, experimental modular weapons & attachments, vehicles, and the wider set of maps.

There will be rough edges, missing polish and bugs which is why Early Access still stands. What there will not be is a system imitating to look finished where it's not. If something is in your hands, it is real. If it's not ready, we will be up front about it.”

Will the game be priced differently during and after Early Access?

“No. Sandbox is free during Early Access and it stays free at 1.0.

It exists to prove the mechanics and to gather feedback, and a price tag would work against both. There is nothing to buy inside it either, no microtransactions in any regard.

Arena, Warfield and Survival that follows is a separate paid release.”

How are you planning on involving the Community in your development process?

“Directly, and collaborating on a head level with each iteration possible.

As we reach feedback questions we will put them at your doorstep: polls where the decision really is a choice between options, forms where we need the detail behind an thorough thought process, and open threads for the arguments that might be complex to find solutions for.

Alongside that, development updates go out through Steam, Discord and our website, so our progress stays visible between builds.

Foehammer Studios is built by contributors rather than by salary. Anyone can take on posted contractor work, and what you ship is recognised. That coordination between community and developer is what carries the vision further.”
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Planned Release Date: To be announced

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About This Game

A showcase of the systems behind the Z.A.G.E games. Mechanics all in one place to test weapons, vehicles, destruction, audio, maps and countless features to see how they function for the upcoming games.

Skill-Gap is a standard we intend to live up to. The FPS multiplayer genre has spent a decade sanding its skill ceilings down. This is where the ceiling goes back where it belongs. The better player earns their place, and the game doesn't apologise for it. No aim assist. No pay-to-win. No SBMM in public matches, no EOMM, no RNG aimcone, no algorithm deciding the fight.

What is in it

  • Physics animation - The body reacts to any object in the world, with simulated motion driving the limbs instead of fixed animation clips.

  • Weapon physics - Weapons run on that same simulation. Weight and momentum carry from the arms through into the gun.

  • Gunfire effects - Flash, smoke and fire build as you keep firing. Smoke off a hot barrel eventually turns to fire, then clears once you stop.

  • Sound propagation - Audio flows around surfaces rather than through them. Walls, openings and sealed rooms each change what you hear.

  • Destruction - Volumetric destructible meshes. Objects fracture at the point of impact and where they are carrying weight, so the greater the force, the more of the structure is lost.

  • Materials - Surfaces answer an impact with their own visual and sound effects. Wood, metal, concrete and glass each have their own properties.

  • Ranges and targets - Target switching, range and penetration courses for experimenting with weapons and how they work.

Still being built

  • Vehicles. Air and ground, flown and driven by players, with realistic weight, suspension and lift.

  • Co-op. Solo or up to four in a session, on server-authoritative netcode at 60Hz or better.

  • Advanced movement. Slides and mantles that chain if you read the geometry right.

  • Additional destruction. Bigger structures coming apart further.

  • Modular weapons. More attachments that change how a gun handles.

  • More maps. Further test sites as the systems need them.

Roadmap Phases

Four games, built one after another on the same foundation. Each phase has to prove the systems the next one needs. Sandbox comes first to prototype mechanics, Arena tests itself before Warfield is attempted, and Warfield before Survival takes on a world of truly evolving technology.

  • Sandbox | The proving ground. Every system the series runs on is built and tested here first: movement, ballistics, material effects, destruction, audio propagation and server-authoritative netcode. It is free, and it stays free permanently.

  • Arena | The first competitive release, for 4 to 16 players. The same Sandbox systems put under a scoreboard: multiple game modes, close quarter maps, ranked and tournament play.

  • Warfield | Large scale game modes with 32 to 64+ players on sectors big enough for ground/air/sea vehicles, squads, dynamic objectives and structures that come apart through innovative destruction, across a map far larger than Arena.

  • Survival | An everlasting world. One instance that climbs from 100 players to 10,000+: a real slice of the player base in the same world, not a wall of separate servers. Age progression, base building and land that remembers what you did on it. This is the furthest we push the idea, well past what any of our previous phases have accomplished.

Mature Content Description

The developers describe the content like this:

Sandbox is a first person shooter. It contains a showcase of mechanics. There is no significant themes of mature content such as: dismemberment or gore beyond blood impact effects but with future content, the series will go into direction of gore realism.

The game contains no depictions of sexual acts, nudity, sexual assault or non-consensual sex, and no depictions of drug or alcohol use, abuse or self-harm. There is no narrative storyline, so no sensitive story topics arise.

System Requirements

    Minimum:
    • OS: TBA
    • Processor: TBA
    • Memory: TBA MB RAM
    • Graphics: TBA
    • Storage: TBA MB available space
    • Sound Card: TBA
    • VR Support: TBA
    • Additional Notes: TBA
    Recommended:
    • OS: TBA
    • Processor: TBA
    • Memory: TBA MB RAM
    • Graphics: TBA
    • Storage: TBA MB available space
    • Sound Card: TBA
    • VR Support: TBA
    • Additional Notes: TBA
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