Do not let the graphics fool you! SPOTREP features MILSIM game mechanics, each dynamically changing how you play. Spotted a stationary target? Call in a GRG based CALL FOR FIRE including method of control and number of rounds. Your AI or player teammates are down? Call in a 4 liner MEDEVAC!

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Planned Release Date: Q1 2027

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About This Game

Every system described below is simulated, not scripted. The fragmentation is individual fragments. The smoke is a polygon your enemies genuinely cannot see through. The wall you just breached, the artillery you called in, the claymore you placed, all shift how the enemies react and dynamically adjust their behaviour to players' actions.



FIRE SPREADS

Fire is not a decal. It starts, it grows, it travels, and it burns itself out.

  • Tracer rounds set things alight. The tracer cadence you loaded into that magazine is not cosmetic — a tracer passing through a curtain or across a carpet ignites it.
  • Explosions ignite too — grenades, claymores, artillery, rockets, the 30mm off the Apache. So does a burning corpse, an ammo cache cooking off, or a fuel barrel you shot.
  • Fuel barrels go in stages. The first hit punctures the drum and it vents a jet aimed back at whoever shot it. Then it catches. Then it goes up and leaves a fire behind.
  • It spreads across wooden floors. A fire at full size walks to a new patch of timber a few metres away and starts again there, so a fire in one room becomes a fire in the house.
  • It burns what it touches — curtains, carpets, furniture, doors and timber walls each catch and start fires of their own rather than quietly losing health.
  • It hurts everyone. Players, your fireteam and the enemy all take damage standing in it. Vehicles do not.
  • The smoke chokes you. A burning building fills with smoke that feeds the medical model — stay in it and your breathing is a problem you will have to treat. It will also trip the house's own smoke alarm and tell everyone nearby exactly where you are.
  • It goes out on its own after about half a minute at full size. You cannot put it out, so the only decision is whether you go around.



BRAVO 5. THIS IS OBSERVER. ADJUST FIRE.

Every mission you are outnumbered, outgunned, players have to make proper decisions and choose when to use FIRE SUPPORTS to regain any possible advantage.

CALL FOR FIRE

The map is a real A-J by 0-9 grid, and each square subdivides again into a numbered keypad, and that keypad subdivides once more. You read the coordinate off the map and you type it onto a printed call-for-fire card — location, method of control, rounds, guns.

  • Adjust fire between volleys — add, drop, left, right, in fifty-unit corrections. The first rounds scatter. Corrected rounds land exactly where you put them.
  • At my command holds each volley until you release it. Fire when ready does not wait for anyone.
  • Your rounds are a limited pool, deducted one shell at a time as they are actually fired, so an abort costs you only what left the tube.
  • One fire mission at a time, match-wide, then a cooldown. The whole squad hears when the guns are free again.

MEDEVAC

When a man is down and not coming back on his own, you call it in on a four-line card, abridged from the real nine-liner: location, marked by, patients, enemy.

Your character reads the whole request over the radio, line by line, and the response tells you to pop smoke. You then have to actually mark the landing point — with the colour you said you would use, within reach of the grid you called. Fail to mark it in time and the mission aborts and you get your patient allocation back.

DO NOT LET THE GRAPHICS FOOL YOU — LISTEN TO IT

This is a top-down 2D game with a small pixel footprint, and the audio is not built to match. Every weapon, every impact, every radio transmission and every treatment was chosen for how the real thing actually sounds, not for how it reads on a sprite. Shots indoors run through a different sample and a real reverb bus. Outdoor shots throw a distant echo back across the map. Rounds passing over your head crack. Brass hits the floor. The radio procedure is spoken properly, line by line.

Play it with headphones. Half the information in this game arrives through your ears, and it was built that way on purpose.

TRAUMA MEDICINE, NOT HEALTH PACKS

Any source of damage has a chance to inflict a negative medical effect on a specific body part, impacting your character's performance, worsening over time if left untreated, resulting in falling into an unconscious state.

DO NOT WORRY ABOUT YOUR AI TEAMMATES, they will take care of themselves. But it's much more efficient to have a dedicated medical player who's into all this medical stuff, if you are playing singleplayer maybe it's time for you to invite your medic buddy from the service!



  • Blood volume drains from every open bleed until you stop it.
  • Blood pressure compensates, then crashes. Below the floor you black out regardless of anything else.
  • Oxygen falls from chest wounds, collapsed lungs and airway trauma.
  • Cardiac stress builds when you stack morphine against epinephrine. Overdose him and the heart stops.
  • Body temperature drops on a casualty who has been down and bleeding. Hypothermia is its own problem with its own treatment.

That readout is the whole game in one panel. HR 128 and climbing, BP 79/48, SpO2 86%, 3.9 litres of blood left out of 5.5, and a body that has gone cold. Nothing there tells you what to do. It tells you what is happening, and you work out the rest.

Diagnosis comes first. Wounds you have not diagnosed show as an unknown, not as a symptom. Run a diagnosis and the body chart resolves: yellow means undiagnosed trauma, red means you know exactly what it is. Walk too far from the patient and the vitals you read are forgotten.



Fourteen treatments, each with a right indication and a wrong one, sorted onto a radial you drive with the mouse. A tourniquet is the fastest fix on a limb and cannot be applied to a chest. A chest seal will not touch a collapsed lung — that needs a needle decompression. Breathing trouble with an intact chest means the airway, and you have to work that out yourself from the readout. Exit wounds take double applications. Epinephrine is always last, and only once everything else is fixed.

Treating yourself takes 30% longer. A dedicated medic works at half the time. Drag a casualty out of the open with your weapon holstered and your speed cut, or deploy a Casualty Collection Point and treat the whole team faster, for free, even when you are out of that supply.

EXPLOSIVES THAT THROW REAL FRAGMENTS

A grenade in SPOTREP is not a damage radius. It is 38 individual fragments, each one a real projectile with its own speed, its own travel limit and its own flight path through the world.

  • Cover actually works. Fragments are stopped by walls, doors and furniture, because they are objects that collide with them.
  • Fragments ricochet. Shallow angles bounce off walls at up to 80% chance and carry on at half damage. Head-on impacts never do.
  • Overpressure is separate. Large charges apply blast damage that does not care about walls at all — it falls off with distance from the centre and it will reach you through a partition that stopped every fragment.
  • Different explosives behave differently. A planted IED is pure blast with no shrapnel and draws its own kill radius on the ground. A claymore is a cumulative fan of fragments where every ray that reaches you stacks. A breaching charge is a shaped capsule that flattens what it is touching. A LAW is a direct-hit weapon. Artillery is the grenade model with three times the damage per fragment.

Blasts roll twice on the wound table where a bullet rolls once, and they are far more likely than gunfire to open an airway injury.


A WORLD YOU CAN TAKE APART

  • Wooden walls hole out under fire. Each panel is divided into segments and each segment fails on its own.
  • Destruction opens routes. When a wall dies the navigation mesh is rebaked. The hole you just blew is a path the enemy will use.
  • Sandbags stop most rounds, not all of them. Cover is probabilistic where cover is porous.
  • Fuel barrels go up in stages — punctured and venting, then burning, then gone, leaving a fire behind them.
  • Barbed wire does not stop you, it holds you: 70% speed loss, bleeding, and you cut it with bolt cutters or blow it with a grenade.
  • Furniture is pushable, breakable, and stops bullets while it is standing.



Sound is information, in both directions. Gunfire broadcasts a noise radius that scales with the weapon — a suppressed carbine reaches a fraction as far as a bolt-action rifle. Enemies who hear it may investigate, may just turn their head, or may put rounds through the closed door they think you are behind. Indoor shots run through a different sample and a real reverb bus, and a shot on a wooden floor can trip a smoke alarm in the house you are trying to clear quietly.

Your ears are damage-modelled. Firing indoors does double hearing damage. Past the threshold, tinnitus starts and everything else in the game ducks toward silence — the ringing is all you have left. Helmets mitigate it. It recovers slowly.


  • Magazine-level ammunition. You do not have ammo, you have magazines. Each one is a physical item in your chest rig with its own round count, its own tracer cadence and its own bullet core. Drop a partial mag in a firefight and it lands where you left it, still loaded, still yours to come back for.
  • A chambered round is its own round. Fire your last shot with a magazine seated and the bolt locks back. Seating a fresh magazine does not close it. You have to work the bolt release, or rack the charging handle, before the weapon will fire again.


  • A five-option reload menu — quick change, tactical change, chamber a round, check chamber, check magazine. Checking the chamber and checking your rig are real actions that take real time and tell you what you actually have.
  • Bullets are projectiles with travel time. Full metal jacket rounds punch through flesh, wood, glass and doors and keep going to hit the man behind. Hollow points hit harder and stop dead. Rounds ricochet off shallow angles at half damage.
  • Three attachment slots — muzzle, optic, tactical. Suppressors cut your noise radius by up to half and change what the AI hears. Compensators, brakes, ACOGs and holographics all move real numbers. The tactical rail takes weapon lights, IR illuminators, and visible or infrared lasers in four colours — each one a real light with a real beam, each one giving your position away to anyone who can see that spectrum.
  • Bipods are mandatory on machine guns. The M249, PKM and MX250 cannot be fired handheld. Deploying roots you in place inside a 25-degree traverse cone.
  • Night vision is a gear slot, not a class perk — four models up to a thermal overlay unit, each with rolled quality (GEN1-GEN3+) and field of view. Tubes down quadruple your minimum spread unless you have a holographic optic equipped or are using an IR LASER.
  • A silent knife takedown for when shooting is the wrong answer.



Some weapons are consumable. A grenade launcher or a bolt action long range sniper rifle is a line on the shop screen with a price and a weight — you buy it for the operation you think you need it on, and if you do not walk out with it, it is gone.

COMMAND YOUR OWN FIRETEAM

Every player recruits and commands up to three AI soldiers of their own — not shared with the squad, not host-only. Yours. They persist between operations, they carry their own gear and their own inventory, and they earn veterancy that measurably improves their reflexes, their accuracy, their recoil control and their resistance to suppression. Kill them and they are gone permanently, and the replacement you recruit inherits nothing.

Hold ALT and the world becomes a command overlay: numbers over your men, live health, live visibility, grenade counts, and their individual cones of fire.

  • Move with a drag — and drag further to set the direction they face when they arrive.
  • Suppress an area by marking the left and right edges of a cone. They walk fire across it in bursts and keep it there.
  • Door orders — open it, check it, or breach it with a crowbar.
  • Formations — line or column. Fire discipline — weapons free or hold fire.
  • Grenades — arm frag, flash or smoke and click where you want it thrown from their position.
  • Medical orders — a man with a medic bag will treat you, treat another teammate, or treat himself. Real treatments, not a healing aura.
  • Engineering orders — place a breaching charge, plant an IED, put on a gas mask.
  • Queue orders with ALT+SHIFT and chain up to eight of them, or hold CTRL for "at my command" orders and execute them when you are ready.

They talk. Every command has a shouted version and a whispered version, and they choose based on whether the squad has been in contact recently. They call contacts and drop a marker where they saw it. They warn you about claymores and tripwires. They call out reloads, being pinned, being hit. They flee live grenades and come back to where they were standing. They cut barbed wire without being told. They hold conversations with each other when nothing is happening.

AN ENEMY THAT ACTUALLY FIGHTS

Hostiles see through eighteen individual vision rays, not a cone check — so cover, smoke and darkness affect them exactly the way they affect you. They hear a noise radius and roll on whether to investigate it or just glance your way.

On contact, a patrol assigns roles. One man suppresses while the others flank, or one holds and engages while two work around opposite sides. They take cover behind sandbags and trees and peek — hidden for a second or two, leaning out to shoot, back again. They fall back to reload out of contact. They fire through closed doors at a noise they cannot see. They will plant a breaching charge on the wall between you and them and come through the hole.

  • They call each other. One spotting you puts everyone within range into a flanking move.
  • They retreat when a fight has gone badly, throw smoke to cover it, and a few of them leave a claymore behind facing back the way they came.
  • They find your handiwork. Discovering a body triggers a graded response — grenade the area, smoke it and push, or hold and watch the ground where their friend died.
  • Their skill comes from their gear, and the helmet you can see on the sprite is the one you loot off him.
  • At night they wear tubes, run lasers and illuminators, and a firefight can start with an illumination flare going up.
  • Getting loud brings a QRF — a hostile vehicle that drives in, dismounts four men and keeps an M134 gunner on the roof.
  • Snipers hold overwatch and fire without tracers, so the shot does not draw a line back to them. There will be a pause between the bullet's sonic crack and the gunshot from the position of the sniper, players can judge the distance from them to the shooter based on how long the pause was.
  • Drones sweep. Bradleys and technicals hold the approaches.

Civilians wander the map — they flee gunfire, they scream, they beg you not to shoot. One in five is an insurgent in civilian clothes. Same model, same behaviour, same pleading. The only warning is the moment he decides to reveal himself, and he does it on a clock that started when you first walked past him.

THE AREA OF OPERATIONS

Every operation generates fresh from a seed the whole squad shares. That room was not built by hand — the walls, the doorways, the furniture on the floor and the light falling through the gaps are all generated, and the next one will not look like it.

  • Four terrain types — rural, urban, an airliner interior, and a bunker complex. Lakes and a map-spanning river are cut into the ground. Streets, junctions and house rows are laid out on urban maps; jungle and clearings on rural ones.
  • Interiors are generated too — which building goes where, which walls are timber and which are concrete, where the windows are, the furniture, the carpets, the curtains, the fuel barrels, the weapon chest. Objectives are hidden inside them, so you clear rooms to find them.
  • A full day/night cycle with a sun that tracks a real bearing and dynamic shadows that sweep across the ground and fade out as it sets. There is a 24-hour watch on your map.
  • Darkness is a mechanic. Night cuts how far anyone can be spotted, for you and for them. Firing gives away far more at night than in daylight. A white light on your rail is a beacon.
  • Rain darkens the map and makes everyone harder to see. Lightning is synchronised across the match.
  • Water slows you a third and hides you significantly. Trees genuinely conceal you from AI.
  • Objectives — defuse a bomb on a live fuse, recover documents, secure and walk out a hostage, ambush a convoy before it reaches the far side, destroy ammo caches, or hold ground against a counterattack.


GADGETS AND ACCESSORIES

What you can do on an operation is decided entirely by what you chose to put in your rig. There are no class loadouts. There is a shop, a budget, and a grid you have to fit it all into.



Each one is a problem you can either solve or walk into. No bolt cutters and the barbed wire around the objective holds you in the open at 70% speed while it bleeds you. No gas mask and the burning house is a room you do not enter. The IFAK is the difference between treating a casualty and standing over him.

  • Claymore — a real tripwire you can see. It can be shot, and it can be disarmed by hand if you have the nerve to walk up to it. Enemies lay them too, usually behind themselves as they break contact.
  • Breaching charge — planted on a wall or a door and fired down a wire you drag behind you. Move too far and the cable snaps before you can blow it.
  • IED — the same wire system with four times the reach. Plant it, walk away, wait.
  • Crowbar for forcing doors, and bolt cutters for barbed wire.
  • Medic bag — the difference between patching one man and keeping a squad alive.
  • Casualty Collection Point — takes fifteen seconds to unfurl and then makes every treatment inside it free, faster, and possible even when you have run out of that supply.
  • Laser designator in four colours — lights a target for the Apache gunner and shows on his HUD.
  • JTAC radio for calling a gun run onto your own designation.
  • Signal smoke in blue, red, orange and purple — you buy the colour you intend to mark a landing zone with, and calling the wrong one is your problem.
  • Gas mask, night vision up to a thermal unit, and helmets, plate carriers and camouflage that all roll their own stats.

Rail accessories are physical devices, not stat lines. Weapon lights and IR illuminators throw real light. Visible lasers in green, red, blue and violet draw a real beam with a real dot on whatever it lands on. Infrared lasers are invisible to the naked eye and blaze through night vision — which means anyone else wearing tubes can see exactly where you are pointing. Suppressors change the sound and cut how far the noise carries. Muzzle brakes, compensators, ACOGs and holographic sights each move real numbers on recoil, spread and bullet speed. Most of it is loot, not something you can buy.

KIT, LOOT AND PROGRESSION




Every pack is a grid, and the grid is the decision. Two-by-three on a patrol pack, six-by-six on the engineer's. Everything you want to bring — magazines, charges, the medic's kit, the designator — has to physically fit inside it, and everything you fit inside it weighs something you then have to carry.


  • A grid inventory with rotation, a chest rig sized by the vest you are wearing, a backpack sized by the pack you chose, a gadget slot, and a persistent stash between operations.
  • Weight is real and it slows you down. Six rifle magazines is a meaningful load.
  • Every corpse is lootable, arbitrated so two players can work the same body safely. Weapon chests, wrecks and ground drops too.
  • Gear rolls stats and rarity across four tiers. Vests roll health and rig size. Helmets roll suppression capacity and hearing recovery. Night vision rolls quality and field of view. The best vests roll a unique special on top.
  • A 72-node passive tree — breaching, silent movement, suppression resistance, machine gunnery, load carriage, and a forward-observer branch that gives you extra artillery rounds and cuts your time to target.
  • Score converts to currency at the debrief, at full value if you extract and half if you do not.



AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

AI was used to analyze and help with debugging of networking code, helped in improving artwork and voice lines.

Mature Content Description

The developers describe the content like this:

Body dismemberment on prolonged and continued velocity wounds or explosions. Blood.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit (version 1909 or later)
    • Processor: Intel Core i3-4130 / AMD FX-6300
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GT 1030 / AMD Radeon R7 250 / Intel HD Graphics 620
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Requires a DirectX 12 or Vulkan 1.0 capable GPU. Online co-op requires a Steam connection. Keyboard and mouse required; gamepad is not supported.
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600 (6 cores)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1050 Ti / AMD Radeon RX 570 / Intel Iris Xe
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
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