Practical shooting (IPSC) simulator under Ukrainian UPSF rules. Plan your route, run the stage against the clock, engage the targets: points divided by time decide everything. Real ballistics, A/C/D zones, penalties for shooting past the fault line. Early Access starts with the .223 rifle.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

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?

“UTC+2 Studio is a one person studio, and that person competes in practical shooting matches. There is an upside to that: decisions about mechanics are made by someone who actually shoots, not by someone who had it explained to them. There is a downside too: one pair of eyes is not enough, and your own eyes stop noticing things fast.
This discipline rests on details that are hard to verify alone. Whether the weapon behaves correctly, whether the distances make sense, whether some mechanic has been simplified in a way only an experienced shooter would catch. Early Access lets us put the game in front of people who know practical shooting from the inside, and fix things based on what they tell us, instead of a year after release.”

Approximately how long will this game be in Early Access?

“Roughly six months. The exact timeline depends on how long it takes to add the remaining divisions and target types. If the game needs longer in Early Access to reach the state it should be in, that is what we will do.”

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

“We plan to add the remaining divisions: handgun, PCC, mini rifle and shotgun, each with its own classification rules. We plan to add moving targets that are not in the launch build: swingers, bobbers and movers. We plan new maps, including ones built for long stages out to 300 meters, and a loadout builder that checks your configuration against division rules automatically.
We also plan monthly and yearly cups alongside the daily one, expanded player statistics and a history of your runs.
The scope may shift based on feedback. If it turns out the community cares more about something else, we will revisit our priorities.”

What is the current state of the Early Access version?

“The game is fully playable within the scope described here. The AR-15 in .223 works across the SAS and SAO divisions, with complete Comstock scoring, penalties for misses, no shoot hits and shots fired past the fault line. Ballistics account for sight height over bore, you can zero to a chosen distance, and free aim, recoil and hold sway are all in.
Cardboard targets with scoring zones are available, along with hard cover, no shoot penalty targets, steel poppers and plates. The full run protocol works: walkthrough, Range Officer commands and the start signal, plus a daily cup with a shared stage and server side scoring.
The interface and voice over are available in Ukrainian and English.”

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

“We plan to raise the price when the game leaves Early Access, once the remaining divisions and target types are in. Everyone who supports the project at launch gets it at the lower price and receives all updates at no extra cost.”

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

“The main channel is the Steam community discussions, where we collect feedback on how the weapon handles, how difficult the stages are and how well everything matches the rules. We are particularly interested in what competing shooters and range officers have to say, since they spot discrepancies with reality faster than anyone.
We plan to post what we are working on and ask for input on the order in which weapons and targets get added. Daily cup results also tell us which stages turn out interesting and which do not, and that feeds back into how stages are generated.”
Read more
This game is not yet available on Steam

Planned Release Date: Q3 2026

Interested?
Add to your wishlist and get notified when it becomes available.
 
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

This is not a shooting range


In practical shooting, the winner is not the one who pulls the trigger fastest, and not the one who aims most carefully. It is the one who manages both at once. Double Alpha recreates that discipline under the rules of the Ukrainian Practical Shooting Federation (UPSF), from the briefing to Unload and show clear.

Practical shooting (IPSC) is an international shooting sport where every stage is run against the clock. The shooter moves through the bay, engages targets from different positions, and chooses the order and the route on their own. In Ukraine the sport is governed by the UPSF, and its rules are what this game is built on.

The formula is simple: points divided by time. An alpha is worth five points. A miss costs ten. A shot fired from behind the fault line costs another ten, and the hit still counts. The math is easy. The decisions on the route are not.

The run, step by step


  • Briefing: stage layout, target count, start position
  • Walkthrough: one pass through the stage without a weapon, to plan your route
  • Make Ready, Standby, then the start signal after a random delay
  • The run: shooting, movement, reloads
  • Results: every hit broken down by zone, and your place in the standings

Simulated, not simplified


  • Ballistics start at the muzzle, not at the camera. The sight line sits 6.5 cm above the bore, so at seven meters the bullet lands noticeably below the point of aim. This is exactly why shooters miss head boxes at close range on match day
  • Zeroing distance is set before the run and cannot be changed mid stage
  • Free aim. The sight is not glued to the center of the screen. The weapon moves first, and only when it reaches the edge of its zone does the camera follow. The time it takes to get on target is part of your score
  • Four magazines per run, and that is all the ammunition you get. There is no round counter on screen. An empty weapon announces itself with the click of the striker
  • Safety angles. The muzzle physically cannot leave the 180 degree sector. Look behind you and the weapon still points downrange. A disqualification takes a deliberate action, not a slip of the mouse

Targets built to the rulebook


Cardboard with A, C and D zones and the non scoring border along the edge. Hard cover that a bullet passes straight through without earning a thing. No shoot penalty targets. Steel poppers and plates that go down with a ring.

Scoring lines are not painted on the cardboard. You aim at the center of the silhouette, not at a contour, because on a real target those lines are invisible past ten meters anyway.

Daily Cup


One stage a day, the same one for everybody. It does not exist locally until the cup opens, so there is no way to practice it in advance. One attempt, one score, one shared table.

The result is calculated by the server from the event log, not by the client. A hit factor in that table belongs to the person who actually shot it.

Early Access starts with the rifle


At launch you get an AR-15 in .223 across two divisions: SAS (Semi-Auto Standard) and SAO (Semi-Auto Open, with a red dot). One range map, practice stages, and the daily cup.

Coming later:

  • Handgun, Standard and Serial Optic divisions
  • PCC (Pistol Caliber Carbine)
  • Shotgun
  • Moving targets: swingers, bobbers, movers
  • Maps for long stages, out to 300 meters
  • A loadout builder that validates your division automatically

Ukrainian and English


Interface, briefings and the Range Officer voice are available in both languages. Make ready. Standby. Unload and show clear.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 6GB / AMD Radeon RX 580
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: DirectX Compatible Sound Card
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: AMD Ryzen 9 3900X or Intel equivalent
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 4070 SUPER
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: DirectX Compatible Sound Card
Review Filters