The goal of KovaaK's FPS Aim Trainer is to enable players to create their own training with realistic dodging targets. Every mechanic is driven by user-defined profiles that can be saved and distributed in a single scenario file. Hone your muscle memory in the trainer, apply it in game.
All Reviews:
Very Positive (87) - 94% of the 87 user reviews for this game are positive.
Release Date:
Apr 3, 2018

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Recent updates View all (6)

October 16


1.0.6 Changes:
  • Added scenario scoring option for "Score per distance traveled". Scenario authors can now provide incentive for players to move around while aiming!
  • Added options for third person camera under Character->Main for scenario authors.
  • Added Weapon option for "Force First Person In ADS" to make otherwise third-person characters go to first person when zooming in. This defaults to on.
  • Exposed a third friction-related variable for character physics (linear decrease in velocity over time on the ground). Also renamed the other two to hopefully be more descriptive.
  • Updated default list of Favorite Scenarios for new users (Added Tile Frenzy & Mini, Ascended Tracking v2, 1wall5targets pasu, Cata Plasma Long Strafes, and Thin Aiming Long - check these out if you haven't yet!).
  • Fixed Zoom FOV and Sensitivity Scaling inconsistencies (Weapons with 0.0 time to zoom in were not reading the right variables).
  • Re-did code around spawning bots for challenges so that it shouldn't be possible to end up with more bots in the challenge than intended. They also no longer reset their velocity and health a split second after spawning.
  • Re-did code for challenge timer so that it uses some different methods. There was something weird going on for people who played the game for a _very_ long time that resulted in the challenge countdown going slower than it should.
  • Respawning clears stun.
  • Respawning blocks "bogo jump" until you let go of jump and press again.
  • Made Challenge Timer more precise when it is down to the last 10 seconds.
  • Removed "ADS/Zoom" text from hotbar when the character you are playing doesn't have any weapons capable of zooming.
  • Added option to hide UI element for remaining time on challenge.
  • Added vertical spawn offset for character profiles.

The Paladins and UE4 sensitivity scales are inaccurate. When I first implemented Paladins sens, I was unaware that the game's yaw/sensitivity was dependent on FOV. I plan on eventually changing the sensitivity options in this game to allow for custom yaws, and I encourage people to use to figure out how to convert sensitivity between games!
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April 27

A note on hitching issues

I've been digging into this hitching issue that some users are experiencing in the game. I now know for a fact that the old version of UE4 (4.18) works perfectly fine, and the instant I upgrade to the current version (4.19), hitching starts to happen. So something changed in the engine, and I have no idea what. Using the profiling/statistics features of the engine shows me that there is a specific function of the engine that is causing the problems, but it's nothing I have control over. And using Process Hacker shows that every hitch is caused by hundreds of thousands of page faults (where the game tries to access memory that it hasn't mapped yet). So it's something to do with memory management, but I'm re-using actors/assets everywhere I can be, and it wasn't a problem in 4.18...

So why don't I just downgrade from 4.19 to 4.18? Unfortunately, UE4 does not allow developers to downgrade engine versions. I do have an old copy of the project from just before I upgraded from 4.18 to 4.19, which is the game version 1.0.3. So for those of you who are having hitching issues, I've uploaded that old build on Steam under the "1.0.3 - Old version" build. If you go to the Betas tab of the game, you can opt into that. Notably, leaderboards will be missing from that version, but there shouldn't be any hitching problems. See the previous patch notes listing for what changed in 1.0.4 and 1.0.5 - those features will be missing from this build. That said, the 1.0.3 build is in shipping configuration for improved performance.

Going forward, I will resolve this issue with the latest build of the game one way or another. Of course I'm hoping a UE4 patch to 4.19 comes out that just resolves it (would be really nice since I'm still working 60hrs/week at my day job), but I'll continue to investigate every option available to me. Sorry for the inconvenience to those affected!
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About This Game

The goal of KovaaK's FPS Aim Trainer is to enable players to create their own training with realistic dodging targets. Every mechanic within the game is driven by user-defined profiles - Weapons, characters, abilities, bots, how bots dodge, how bots aim, challenges, and more are all configurable by hundreds of variables. All of these profiles can be saved and distributed in a single scenario file. Hone your muscle memory in the trainer, apply it in game.

Game features:

  • Play scenarios directly from the Steam workshop (30+ before release) to jump right in and practice your FPS skills
  • Highly responsive input from a tweaked Unreal Engine 4 that has the approval of many top Quake players and Overwatch grand masters who have tested and provided feedback over the last year
  • All the configuration options you'd expect of a competitive FPS (FOV, separate horizontal/vertical mouse sensitivity, unlocked frame rate, per-weapon config settings, custom crosshairs, and much more)
  • Create your own weapons
  • Create your own characters
  • Create bots
  • Tell the bots how to dodge
  • Tell the bots how to aim
  • Make challenges to practice specific scenarios similar to your favorite FPS
  • All profiles can be edited in-game or with text editors.
  • Upload your own creations to the Steam workshop for others to practice.
  • Compete on the Leaderboards for any and every scenario on the Steam workshop. (global or friends only)
  • Custom maps (note FPSAimTrainer does not include a map editor, but rather reads Reflex's map format thanks to the wonderful developers at TurboPixelStudio. Reflex is available on Steam now and includes a fully featured map editor as well as awesome Arena FPS gameplay)
  • Custom crosshairs (JPG, PNG, BMP, etc.)
  • Visual customizations (Floors/wall textures from a large list; bodies and heads of characters can be set to RGB values, differentiated by team; attacks can be set to the colors of characters)
  • Mouse sensitivity scaled to popular games including Quake/Source, Overwatch, Paladins, Rainbow Six Siege, Battalion 1944, and Reflex.
  • Singleplayer only. Sorry, multiplayer is too much for this solo developer.

More profile related features and abilities are planned to allow players to emulate features from even more FPS games, but the existing options are extremely flexible as is. As the developer, I consider FPS Aim Trainer a tool that I will be using well into the future. My goal is to keep it relevant to gamers as long as I can. Among my top priorities: advanced movement mechanics such as bunnyhopping and strafe jumping, graph/histogram to look at your scores and accuracies over time, bot types of player-recorded paths, and simulated network lag.

Running Unreal Engine 4, all graphical options that affect framerate or input lag have been disabled by default. Literally every console command was investigated to see whether any more performance could be eeked out of the engine, because you can never have enough frames per second when you are training for competitive FPSs. As such, the graphics of the game at release will not improve, although things like more options for weapon models and floor/wall textures are planned down the line.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or later
    • Processor: Quad-core Intel or AMD processor, 2.5 GHz or faster
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher
    • Storage: 700 MB available space
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or later
    • Processor: 2nd Generation Intel Core series (Sandy Bridge) or higher. AMD FX- series processor or faster.
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce 770 GTX or AMD Radeon HD 7970 series card or higher
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 1 GB available space

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