Rifle crosshair polish
Hip fire keeps the standard white cross on the rifle; the welded sight fades in when you ADS. Pistol always uses the standard crosshair. Hip tuning baked to v24 and the screen reticle mesh lazy-loads until you aim.
A classified weapons programme has gone dark. The city is sealed. The systems are active. The enemy is already inside. VX-27 drops you into a brutal near-future combat zone built from rusted steel, broken concrete, toxic spills, abandoned weapons, and military technology that refuses to die.
VX-27 — The experiment is still running. I built what you can play today mostly on my own — I cannot finish this without collaborators who want to make games for fun.

Transmission · build 0.1.65
RUSH splits the stack — JavaScript renders, Rust/WASM computes combat rules in game_core. Plus NODE BREACH, rifle shop, grenades, laser tracers, toxic spill, rain, and GPU preload. Play v0.1.65 in your browser; no install.
Hip fire keeps the standard white cross on the rifle; the welded sight fades in when you ADS. Pistol always uses the standard crosshair. Hip tuning baked to v24 and the screen reticle mesh lazy-loads until you aim.
Marketing site now spins a live PX-27 android preview and documents the bad-guy tooling pipeline — rig clips, muzzle tuning, zone-based deaths, and the rifle AI layer we are still pushing forward.
Armed targets now mount Meshy-skinned PX-27 android rigs — walk and run in place, rifle muzzle tuning, and dual death clips. Head and upper-torso kills use the standard fall; leg and pelvis hits clutch the abdominal injury animation; grenades mix both with staggered blast knockback so multi-kills do not sync.
Rookie enemies reload, seek cover when hurt or low on ammo, panic-run when exposed, and fire at full rifle range with distance-based damage. Navmesh patrol and repositioning carry over from v0.1.63 with tighter perception and burst discipline.
Accumulating aim recoil is unchanged — each shot still kicks the view up naturally. Base pitch limits now slide with recoil so pitch + recoilPitchAnim keeps the full vertical arc; you can compensate and look back at the floor after spraying downward.
Player collision, headroom, ground support, VX-27 filters, ragdoll core, target spawn, and reward-drop launch now live in game_core WASM modules — lib.rs split into focused Rust files with thin JS bridges. gameCore.ts exports the full surface; live paths require Rust. Fixes five-target level fill, container health bar visibility after hits, and a ragdoll toppleTime regression. hack_core grid logic is compiled; breach UI still mounts from JavaScript.
Hot-path combat rules now run in game_core WASM — ammo, throwables, score, target damage and repair, grenade blast falloff, kill drops, death/respawn, and wall shop purchases. JavaScript keeps Three.js rendering, raycasts, and VFX; Rust owns the numbers. hack_core grid puzzle is compiled and ready to wire. Marketing site documents the JS-show / Rust-compute split.
Lives exhausted shows a GAME OVER splash — click to return to Start Game without the preloader. Load screen no longer runs live combat or barrel fire audio behind the overlay. ADS grants +30% damage and −40% recoil. Wall shops sell one mag per purchase. Hack rewards grant pistol or rifle ammo at random, fix live ammo pool sync, and auto-reload when your mag is empty.
Hot-path game logic is moving into RUSH — Rust compiled to WebAssembly. Player stamina, health, and grenade cooldown now tick through game_core; hack_core scaffolding is in place for the breach grid. NODE BREACH adds five retries, a random reward table, harder security auto-aim, and a pointer-lock exit fix. Default ammo is three mags for pistol and rifle.
Tune panels no longer reopen from localStorage on load; laser preview and placement side effects only run while a panel is active. Walk power HUD skips redundant DOM writes each frame. Knife prototype removed for a fresh melee approach.
Version history stats synced to current HEAD; static export redeployed so marketing, /version, and /game all read v0.1.53.
Short dual-layer glow pulses from the muzzle — tracked through sway and recoil. Tighter ADS zoom, slower aim strafe, shop denied audio when credits fall short, and purchase crosshair in the buy ring.
Pooled muzzle-aligned laser tracers restored; pistol and rifle headshot damage falls off with distance. Primary-weapon dev wizard previews emitter alignment live.
Start pistol-only — earn credits, face the VX-27 poster on the north perimeter, click or E in the purchase ring to buy the tactical pulse rifle. Shop sounds on pass or fail.
Console and shop crosshairs fade in when you aim — click the screen or press H to breach. Toxic oil spill PBR decal pools under the barrel pile.
Five-second throw cooldown with blue, orange, and red drain bar; slots 3–4 for grenade types. Trajectory arc preview, container shell bounce, and No [type] left toast.
Door, hack, shop, and grenade cooldown share one centre-screen mono prompt — hack stays visible while you aim at the console.
VX-27 interior light runs shared CandleFlicker — fast ballast buzz and random blackouts without killing frame rate.
Weapon and grenade selectors moved to a right-side carousel with night-aware bullet icons.
Corpses freeze in their landing pose — no leg vibration or post-settle snap. Closed containers hide interiors until you enter or open a door.
Hit and pain vocals fade with distance — full volume up close, quiet across the yard, silent beyond ~42 m.
One static blue point light at the centre of each VX-27 interior — no rotating beacons, no door spill. Dev toggle under Settings → Development.
Closed door leaves and end caps block light leaks. Interior shell fixes keep the crate dark until you open a hatch.
Game logic pre-warms headshot ragdolls when you share a container with a target or have line of sight — load-screen GPU bake for every target too.
Face a control panel, press H, and route power through the breach grid. WASD selects nodes, SPACE locks routes, security columns punish mistakes. Screen C flashes green on success or red when you bail or fail.
Arena console prop with hull overlays, screen C monitor slope, and shelf D quads — sharp extrusion profile, PBR maps as WebP, emissive screen flash after every hack outcome.
NODE BREACH theme layers over muted combat mix while you hack; level music returns full when you exit. Preview every track at /music without touching your loading-screen choice.
3D score disk collectibles with shared pickup bob. Hack pass rewards and floor pickups share the same four-second HUD flash — credits, ammo, medkit.
NODE BREACH overlay with animated nodes, secure-channel pulse bars, and a layout tuning wizard. Outdoor rain with intensity slider — off inside containers.
Move stick, look drag zone, and FIRE / AIM / JUMP buttons on coarse-pointer devices. HUD scales for tablet safe areas — play in Safari without a keyboard.
Loading theme and in-game combat mix — now with a dedicated /music page and the same visualizer player from the credits roll.
RUSH · SYS/CORE
VX-27 is migrating hot-path game logic into RUSH — Rust compiled to WebAssembly. The browser still runs Three.js for rendering, raycasts, and effects; WASM owns deterministic combat state so rules stay fast, testable, and free of frame hitch.
NODE BREACH · SYS/CONSOLE
Industrial control panels now sit in the arena — procedural hull, emissive screen C, shelf D overlays, and a full-screen NODE BREACH overlay when you press H or click the console. Route power, dodge security nodes, and read the monitor: green means you got away with it, red means you did not.
Mission briefing
VX-27 is a tactical sci-fi FPS set inside a collapsed military test zone where abandoned weapons, rogue soldiers, and automated defence systems still fight a war that should have ended years ago. Enter contaminated industrial sectors, recover classified technology, survive hostile forces, and uncover the truth behind the VX-27 programme — before the system decides you are part of the experiment.
VX-27 was an experimental combat initiative — autonomous battlefield systems, enhanced soldiers, chemical performance boosters. Officially a security project. Unofficially, a human trial zone hidden inside abandoned industrial districts and forgotten urban ruins.
You are part of a specialist breach team sent into the exclusion zone to recover classified assets before rival forces do. The mission begins as a recovery operation. It becomes a survival operation.
The contaminated sectors are still active. Automated defence systems patrol. Rogue mercenary units fight over whatever technology remains. The deeper you push, the clearer it becomes: VX-27 was never just a weapon. It was a control system.
“And something inside the zone is still running the experiment.”
World lore
The VX-27 zone was once a sprawling industrial weapons district — part factory, part research site, part urban combat simulation. Every street, warehouse, bunker, and service tunnel was designed to test new forms of warfare. Now the place is a graveyard of failed experiments.
In the near future, the world's most powerful defence corporations stopped building weapons for governments — and started building wars for themselves. At the centre of it all was VX-27.
Autonomous battlefield systems. Enhanced soldiers. Chemical performance boosters.
When the programme collapsed, the test zones were sealed. No evacuation. No rescue. No witnesses. Years later, the walls are failing.
Survivors whisper about strange signals from deep inside the old testing grounds.
Flooded corridors glow with emergency lights. Security drones still scan empty rooms. Ammo crates sit beside bodies nobody came back for. Barrels leak chemical residue into cracked concrete floors.
The world did not end here. It was engineered here.
You push deeper into rusted steel, broken concrete, toxic spills, and military technology that refuses to die. Old HUD transmitters flicker with mission data from soldiers long dead.
VX-27 was not shut down. It adapted.
Enemy tooling · PX-27 android
Armed targets now mount Meshy-skinned PX-27 combat androids — walk and run in place, tuned rifle muzzle anchors, and dual death clips keyed to hit zone. Rookie rifle AI handles magazines, reload, cover, and panic runs today; squad tactics and deeper perception are what we are building next.
Enemy factions
Former security forces trapped inside the zone. Some are loyal to the old programme. Some have gone rogue. All of them know the terrain better than you do.
Private military teams sent in by corporations to recover VX-27 assets. They are not interested in rescue. They are not interested in witnesses.
Drones, turrets, scanners, and dormant combat machines still following corrupted orders from the original VX-27 command network.
Survivors altered by long-term exposure to experimental compounds and battlefield conditioning systems. Unpredictable, aggressive, and drawn to signal activity.
White-frame biped units still patrolling the test grid — Meshy-skinned, rifle-armed, and running obsolete security loops. They reload, take cover, and die differently depending on where you hit them.
Combat systems
This is not a shiny future. This is rust, concrete, oil, smoke, metal, and panic. VX-27 is built around oppressive atmosphere, tactical HUD design, and combat that punishes curiosity. These are the tools you inherit the moment you cross the threshold.
On-screen move stick, right-side look drag, and action buttons for fire, aim, jump, reload, and door USE. HUD lifts clear of your thumbs — no pointer lock on tablet.
Real gameplay render path on the loading bar — compileAsync, texture upload, doorway poses, stair climb, flashlight and muzzle priming. Pay the cost before the breach.
H or click at a facing console opens the breach grid — WASD to select nodes, SPACE to confirm routes, security columns to dodge, 60s timer throughout. Crosshair fades in on aim; Neon Gate Rush plays while combat mix stays muted; success flashes screen C green; bail with H and it stays red for what's left on the clock.
Procedural console prop in the arena — tiled hull PBR, screen C monitor slope, shelf D top quad, sharp extrusion profile, plinth floor clearance. Screen C emissive flash maps for green success and red failure.
Outdoor streak rain with catwalk occluders. Settings intensity 5%–500%; does not run inside VX-27 containers.
Pistol-only breach — earn score, face the VX-27 poster on the north perimeter, click or E in the purchase disc to unlock the tactical pulse rifle. Denied and purchase audio when credits fall short or the deal closes.
Corrugated shell, rounded roof matching the floor, interior liner, and twin doors on E. CandleFlicker ceiling light with ballast buzz and random blackouts. Thirty-seven PBR maps shipped as WebP — bullet holes stick to doors open or closed.
Pistol start or earned rifle — recoil you can feel, ADS that costs time, pooled muzzle-aligned laser tracers in weapon blue, torch on F for night work. N toggles sun and moon with a ten-second crossfade.
Sprint until your lungs disagree, crouch under fire, read stair ramps before you commit. Vertical space is cover — not decoration.
JavaScript shows the zone — Three.js, audio, HUD, ragdolls. Rust computes the rules: health, stamina, ammo, score, blast damage, shop math. game_core is live every frame; hack_core grid scaffold ships next.
Throw with arc preview, five-second cooldown drain bar, and full sphere bounce inside cargo shells. Slots 3–4 for types; catwalk kill drops stay on the deck where you dropped them.
Stacked oil drums, interior fire video, dual flicker lights per barrel. Toxic PBR spill decal under the pile; SE corner layout mirrors the module hazard zone.
Meshy-skinned biped targets with in-place walk/run clips, tuned rifle muzzle anchors, and dual death animations — standard fall for head and torso, abdominal clutch for leg hits, mixed staggered deaths on grenades with blast knockback.
Rookie rifle bots already reload, seek cover, and panic when exposed — navmesh patrol and distance damage are live. Next up: tighter squad behaviour, flanking, and perception tuning through the enemy rig wizard on localhost.
Attached service rooms, pillar-shell walls, ceiling cuts, perimeter catwalks. Doorway lighting and room culling that finally behave at the threshold.

Player role
You are a trained operator dropped into a hostile zone with limited intel, limited ammunition, and a command structure that may not be telling you the full truth. Then it becomes something worse — a choice between extracting the VX-27 technology or destroying everything before it reaches the outside world.
The trial runs entirely in your browser — desktop with pointer lock, or iPad with on-screen sticks and buttons. Load the page, breach the zone, and accept that the loading screen music will outlast your first life. Real-time shadows, layered interior lighting, procedural props, and piles that look dumped by someone in a hurry.
Settings → Development opens live tuning panels on localhost when enabled — weapon pose, lighting, barrel pile placement, VX-27 container JSON export, and more. Tweak in-game, copy JSON, bake into the level.
Play nowFree · in-browserDevelopment status
Everything you can play right now — the movement, the guns, the barrels, the lighting, the levels — has been built mostly by one person in spare time. That was enough to prove the idea. It is not enough to finish VX-27.
I need collaborators. Not employees. Not investors. People who want to make a game for fun — to learn, experiment, break things, and see something cool come together without treating it like a job interview.
No studio résumé required. If you are curious about game development and happy to pitch in when you can, you are exactly who I am looking for.
“I can keep pushing this forward on my own — but I cannot get it to where it deserves to be without help. If building games for fun sounds like your kind of stupid idea, get in touch.”
Get in touch
I'm Carl Fearby — building VX-27 mostly on my own in spare time. If you want to collaborate, ask a question, or just say hello, WhatsApp or email is fine. No recruiters, no pitch deck — Carl Fearby, straight about what this is and where it needs help.
JavaScript, React, Three.js, and browser-native game systems — movement, weapons, lighting, collision, and performance.
Industrial sectors, props, vertical layout, and encounter flow. Help shape arenas that feel abandoned in a hurry.
Textures, materials, environmental storytelling, and the dirty industrial look — rust, concrete, oil, and smoke.
Spatial SFX, ambient beds, weapon feedback, and score. Atmosphere is half the dread.
Lore, mission copy, HUD voice, and faction writing. The experiment still needs a story.
Break builds, report bugs, stress-test performance, and tell us what feels wrong before players do.
Prefer GitHub? Introduce yourself there — tell me what you would like to work on, what you want to learn, and how much time you realistically have. Or message me on WhatsApp / carlfearby@me.com. No pressure, no nonsense.

Escape before the zone closes around you. Fullscreen recommended on desktop; landscape on iPad. Headphones help. Dark rooms want the torch — burning barrels want distance.
You were sent to recover a weapon. You found something worse.
Now live · v0.1.65 · game over splash · ADS tuning · hack loot · one-mag shops
Launch VX-27