Practical shooting simulator under Ukrainian UPSF rules. Plan your route, shoot the stage against the clock, engage the targets: points divided by time decide everything. Real ballistics, A/C/D zones, fault line penalties. Early Access starts with the .223 rifle in SAS and SAO.

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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

Leaving Early Access: 2027

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?

“The first update adds the Daily Cup: one stage a day for everybody, one attempt and one shared table. The cup stage does not exist locally until the cup opens, so there is no way to practice it in advance.
After that 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 stages.
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 in the SAS and SAO divisions, with complete Comstock scoring, penalties for misses, no shoot hits and fault line violations. Ballistics account for sight height over bore and zeroing, 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 stage protocol works: walkthrough and the start signal after a random delay.
Practice stages come from the server; results are scored on the server and go to the stage leaderboard. The Daily Cup is not in the current build yet. An internet connection is required to play.
The interface is available in Ukrainian and English, and controls can be rebound in the settings.”

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. Stage leaderboards, and Daily Cup results once the cup arrives, tell us which stages turn out interesting and which do not, and that feeds back into how stages are generated.”
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This game is not yet available on Steam

Planned Release Date: Q4 2026

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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 the results.

Practical shooting (IPSC) is an international shooting sport where every stage is shot 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 while stepping over a fault line costs another ten, and the hit still counts. The math is easy. The decisions on the route are not.

The stage, step by step

  • Briefing: stage layout, target count, start position

  • Walkthrough: one pass through the stage without a weapon, to plan your route

  • Ready: the start signal comes after a random delay, just like on match day

  • Shooting the stage: shooting, movement, reloads

  • Results: points, time and hit factor under Comstock scoring, a per-target breakdown and the stage leaderboard

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 part of the calculation: the bullet follows a real trajectory, not a straight line to the center of the screen

  • 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 stage, and that is all the ammunition you get. There is no round counter on screen. An empty weapon announces itself with a dry click of the trigger

  • 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.

Scored by the server

Stages come from the server, and the server scores them: from the event log of your stage, not from whatever the game calculated on your machine. A hit factor on the leaderboard belongs to the person who actually shot it.

An internet connection is required to play.

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 and practice stages generated by the server.

Coming later:

  • Daily Cup: one stage a day for everybody, one attempt, one shared table

  • Handgun, Standard and Serial Optic divisions

  • PCC (Pistol Caliber Carbine)

  • Mini rifle

  • 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, prompts and the results breakdown are available in both languages. Switch the language in the game settings.

System Requirements

Windows
SteamOS + Linux
    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
    Minimum:
    • OS: 64-bit Linux, glibc 2.28 or newer (Ubuntu 20.04 or later)
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 6GB / AMD Radeon RX 580, Vulkan
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: PipeWire or PulseAudio
    • Additional Notes: Up-to-date Vulkan drivers required (NVIDIA proprietary or Mesa)
    Recommended:
    • OS: Ubuntu 26.04 64-bit
    • Processor: AMD Ryzen 9 3900X or Intel equivalent
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 4070 SUPER
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: PipeWire or PulseAudio
    • Additional Notes: Tested on Ubuntu 26.04 with NVIDIA RTX 4070 SUPER
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