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.
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キュレーター: Bitcoin 2018年4月4日

“Highly customisable and in-depth aim trainer - great for anyone looking to increase their accuracy in FPS games.”

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Quick update

Hey guys - Under normal circumstances of this game's development I'd be adding more features to profiles, fixing up the UI, and making the game more awesome to give you guys more options in your training. But as some of you know from the tweet back in January, I'm working full time with The Meta on the "2.0" version of this game with slightly different focus. Unfortunately, we're still decently far away from release and can't share details/spoilers quite yet. So our plan between now and the release of 2.0 is to trickle in a few high-impact but low-cost features that expand the possibilities for scenario authors.

So the patch that I just put on Steam does the following:
  • Updated "Fortnite" FOV option to the way Fortnite is handling FOV now (16ML9, in FILM notation)
  • Added "Fortnite Legacy" as an FOV option that does it the way Fortnite used to (16MI9, in FILM notation)
  • Added Spawn Offset X & Y for character profiles so that scenario authors can do more cool stuff. Think stuff like Snake Tiles, but in more dimensions :)
More little changes like this will come as time goes on, but the big changes will happen with 2.0. I can't wait to share more!
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1.0.7 Changes:

  • Updated Unreal Engine version from 4.19 to 4.21. This resolves the long standing memory leak due to drawing 2d things in 3d space (such as the floating combat text), and makes the game start on the primary monitor for all users.
  • Fixed the "shotbug" where longer up-times of the game resulted in deviations to fully automatic weapon DPS.
  • Added "Switch Time Reduction" to Weapon Profiles, which allows characters to change weapon before the current weapon is ready to fire again. Example: 0.8 secs between shots for a weapon with the new variable set to 0.5 means that 0.3 seconds after shooting the weapon, your character is allowed to change to another weapon.
  • Added "No Dodging" and "No Aiming" as Bot AI options (which entirely blocks AI Dodging and Aiming from occurring, for performance reasons)
  • Separated Burst functionality into the new burst variable. Made Charge work with burst. Stuff like Zenyatta's right click is now possible. Also, I believe I made it so any existing Burst weapons were properly converted to the new variables...
  • Made scenario browser not automatically filter on each text change (user has to press enter or change focus). Back when there were only 30 scenarios on the workshop, filtering each key press happened much faster...
  • Fixed "My Scenario" bug when editing scenarios, hopefully.
  • Fixed exploit for scenarios that are intended to lock FOV to a certain value.
  • Floating point inputs in menus will now show an extra digit of precision.
  • Limited Overshot protection to 250ms
  • Expanded range of inputs for some scenario creation variables
  • Made explosion properly use random(min,max) of flat knockback variables.
8 件のコメント 詳細を見る


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, 850+ a year later) 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.


    • 64 ビットプロセッサとオペレーティングシステムが必要です
    • OS: Windows 7 or later
    • プロセッサー: Quad-core Intel or AMD processor, 2.5 GHz or faster
    • メモリー: 4 GB RAM
    • グラフィック: NVIDIA GeForce 470 GTX or AMD Radeon 6870 HD series card or higher
    • ストレージ: 700 MB 利用可能
    • 64 ビットプロセッサとオペレーティングシステムが必要です
    • OS: Windows 7 or later
    • プロセッサー: 2nd Generation Intel Core series (Sandy Bridge) or higher. AMD FX- series processor or faster.
    • メモリー: 8 GB RAM
    • グラフィック: NVIDIA GeForce 770 GTX or AMD Radeon HD 7970 series card or higher
    • DirectX: Version 11
    • ネットワーク: ブロードバンドインターネット接続
    • ストレージ: 1 GB 利用可能


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