Multiplayer arena FPS, no lobby: drop straight into a live match. 1 arena, 4 team colors w/ distinct play styles, abilities + weapons. 6+ players unlock the lethal Outskirts where new weapons await discovery! Developed with Memsight runtime intelligence. Runs on GONet Legendary. Thanks Galore!

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Free Demo

Play Dajimo Arena: Team Showdown Demo

Check out the full game

 

Features

  • The full game in its one environment: arena, sky deck, Outskirts - more environments come with the full release, shaped by what the community tells us.

  • Every feature pushes you to move, team up, compete and discover.

  • No lobbies, no rounds: press play and drop into a live match; bots when nobody's around.

  • Four colors with their own body, drone and weapon - and they meet at the drone walls.

  • PINK jumps and wall-jumps; RED smashes walls; BLUE builds reinforced ones; GREEN slips under them.

  • Death turns you into a drone: scout, ram, build, carry, tow your body home.

  • Four team weapons from the Outskirts towers: minigun, grenade launcher, shotgun, grappling hook.

  • The Static: a lethal outer ring that six players unlock, backup power for fewer.

  • Gun feel: kick, muzzle flash, bullet holes, empty-mag reloads, last-round click.

  • Kill cam with WHAT HAPPENED and a tip; a sky deck tutorial you can skip in one step.

  • Mastery, 25 achievements, 12 emotes, 24 hairstyles, pings, dodge.

  • Multiplayer on GONet Legendary: APSF, host failover, Steam relay, live drop-in; developed with Memsight runtime intelligence; full keyboard + controller support.

About This Demo

The whole game, in one environment - and the start of something bigger

Dajimo Arena: Team Showdown is a multiplayer first-person arena shooter - fast, team-based, drop-in, four colors that play nothing alike. This demo is the game with one environment: the four-zone arena, the sky deck floating over it, and the Outskirts ring around it with its towers and the Static. Everything else is here - every color, every weapon, every drone, the bots, the kill cam, the course, mastery, achievements, hair. Treat it as a full game that happens to have a single map.

No lobby. No queue. Just drop in.

Press play and you're in a live arena with whoever is already there - matchmaking looks for players near you first. No server browser, no ready-up screen, no round timer: the match never "ends". Nobody online? Arena bots step in - white Sentinels that hold ground with rifles, black Berserkers that charge with knives, a microbot swarm that harasses everyone - and they stay in the fight when your friends show up. Invite a friend from the pause menu and they land in your match, whether their game is closed or they're mid-match somewhere else.

Four colors. Four ways to play. Four drones. Four weapons.

Every player is BLUE, RED, GREEN or PINK. Your color is your body, your drone and your weapon - and the colors meet at the drone walls: BLUE builds them, RED smashes them, PINK goes over them, GREEN goes under them.
  • BLUE - The Fortress. Takes a third less damage, moves slower. Its drone is armored (shots and rams don't knock it) and builds reinforced walls twice as fast. Its weapon: a minigun that spins up and shreds.
  • RED - The Demolition Yard. Hits harder, carries less health. Sprint into any drone wall and it shatters - as a biped or boosting as a drone. Its weapon: a grenade launcher - one bounce, then it blows.
  • GREEN - The Swarm. A third the size, a third the health, faster. Away from home you slowly drain; your own zone heals you. You slip under drone walls through gaps nobody else fits, and your tiny drone is a medic that heals GREEN teammates far from home. Its weapon: a shotgun whose blast throws enemies off their feet - fire it down mid-air and it launches you.
  • PINK - The Heights. The only color that jumps - and jumps again off walls. Its drone grapples any weapon from 25 m and reels it in. Its weapon: a grappling hook with a four-claw head - shoot a wall, get reeled in, swing.
Team weapons come from your color's tower out in the Outskirts: stand on the pad, take a copy, the pad recharges for the next teammate. Carry it as a third weapon next to the rifle and the EMP knife.

Here's the twist: die inside your own team's zone and you don't die - you switch teams. Your old zone saves you and you're back in a new color. And if every human ever ends up on one side, the game shuffles someone over so there's always a fight.

Death is a drone

Die anywhere else and you're not out - you're a drone. Fly it on a battery that drains faster the further you stray from your fallen body. Scout, draw fire off a teammate, build walls, boost and dodge, and lunge-ram enemy drones or bots that touch your reticle. Ram a rifle clean out of someone's hands. Pick a dropped rifle - or another team's weapon off its pad - and fly it to a teammate. Point your drone at your own body and tow it somewhere safer; a teammate can revive you there, and an enemy who gets too close might set off its EMP trap.

The Outskirts: bigger with six

Outside the arena walls lies the Outskirts - towers, cover, the four weapon pads - and the Static, a haze that kills anyone out there in seconds and fries a drone in six. The Outer Suppressors hold it back only while six players are in the match: reach six and the whole arena hears OUTSKIRTS OPEN. Below six, backup power opens the gates in windows - make your run, grab your weapon, get back inside before the power fails.

Gunplay that answers back

A rifle that kicks and flashes on every shot, bullet holes on every wall, an empty-mag reload that releases the bolt, a hard click on the last round, two knife stabs from the front or one from behind, headshots for double damage - and a quick side dodge, on foot and on the drone, on charges.

Learn it on the sky deck

Your first time in, a course floating high over the arena walks you through every move - sprint, crouch, dodge, knife, rifle, bash (or jump, if you're PINK), aim, reload, your team weapon, pulse, ping, emotes, mastery, and a practice drone flight through the rings - at your own pace, no timers, no way to fail. Know the game? Take the red hatch and drop straight in. The deck is one pause-menu click away whenever you want it.

Every death tells you why

A kill cam replays the moment you went down - from the killer's side, in slow motion through the fall - then WHAT HAPPENED: who got you, with what, and a tip to beat it next time. Chain kills for DOUBLE KILL and TRIPLE KILL, earn mastery on six tracks that follow you from match to match, unlock 25 achievements and 12 emotes, ping enemies, rifles and spots for your team - and after fifteen takedowns, pick your own hair from 24 styles that swing when you move.

Multiplayer runs on GONet Legendary

Dajimo Arena is the showcase for GONet Legendary, the multiplayer networking library for Unity it's built on. Everything you feel in this demo is GONet:
  • Authority-Partitioned State Fusion (APSF): you own your own movement, so it responds the instant you press - no server round-trip to take a step. The host fuses everyone's state into one shared truth and settles every hit, kill, disarm and wall break against what the shooter actually saw, within anti-abuse limits.
  • Host failover: the host quits mid-fight and the match carries on - a new host is promoted in seconds, bodies, walls, weapons and scores intact, and the player count still adds up.
  • Steam Datagram Relay: players connect through Steam's relay network. No port forwarding, no dedicated servers, no IP addresses.
  • Live drop-in matchmaking: GONet Cloud finds you a live match on your exact build with a free seat, looking near you first and checking the connection before you drop in - or makes you the host so the next player drops into you.
  • Everything in step: bodies, team walls, rifles, team weapons, drones, bots and their brains, hair, pings, emotes and every hit stay in sync for every player.
  • Host-checked movement: the host watches every player's movement and shuts down speed hacks and teleports.
Making a multiplayer game? Everything here is the same GONet Legendary every developer can use - a one-time purchase on the Unity Asset Store with no player caps and no revenue share.

Developed with Memsight

Dajimo was built with Memsight, Galore's runtime intelligence for Unity: AI developers asked the live game what was really happening - its state, its frames, its sounds - and proved every fix while the game was running instead of guessing from code. Every feature on this page shipped that way: captured, measured, checked against a real running match. Less guessing, faster shipping, and a game that gets better as fast as the feedback comes in. That's how a small team keeps up with a community.

Play it your way

Windows, macOS and Steam Deck, keyboard & mouse or controller - the game follows whichever you pick up.

Full Release

The full release builds out from here: more environments, more of the world outside the walls, and a lot of tweaks we can't predict yet. We're not going to pretend we know exactly where this goes. We'll be listening to the community, and to how it feels playing our own game, and much of what ends up in the main game will come straight from that. Play the demo, tell us what worked and what didn't, and you'll see it show up.

Built to keep you moving, together, hunting the next thing

Every feature in Dajimo pushes the same way: move, team up, compete, discover.
  • Move. Rifles sit in the other teams' zones, your team weapon waits on a tower out in the Outskirts, your body lies where you fell. Nothing you want is where you're standing.
  • Team up. A drone can fly a rifle to a teammate, tow a body to safety, build a wall for them, or heal them far from home. A teammate can revive you at your body. The Outskirts only open when six of you are in the match.
  • Compete. Kills chain into DOUBLE KILL and TRIPLE KILL, the kill cam shows exactly who beat you and how, and mastery you earn is yours for good - match after match.
  • Discover. Die on home turf and you switch teams. Outside the walls, the Static kills in seconds - unless the suppressors are holding. Each color's drone has a trick the others don't. The game tells you the rule the moment it matters, and the rest you find by going there.

System Requirements

    Minimum:
    • OS *: Windows 7 (SP1+), Windows 10 and Windows 11, 64-bit versions only.
    • Memory: 4 GB RAM
    • Network: Broadband Internet connection
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.