First-person shooter · Unauthorised fun

LUMPI PROTOCOL

You asked for a day off. Mister Lumpi sent a platoon. This could have been an email.

Mister Lumpi turned ordinary humans into robotic super soldiers. His next plan: replace all of humanity. Your plan: break the robot control, bring everyone back, and cancel his meeting.

100
levels
52
weapons
4
difficulties
200
effective health
A grinning blocky rebel escapes a giant officer and his flying paperwork.
FORM 100-B · REQUEST TO STOP BEING SHOT AT
A perfectly reasonable backstory

Your resignation has been declined.

You joined for the boots. The robot conversion was hidden in the small print. Now you’re human again, and you found a way to free everyone else. Every defeated robot turns back into a person. No gore. Just very confused humans asking where their trousers went.

PERSONNEL FILE / 01

You. Technically still employed.

One rebellious ex-robot with a kit that disrupts robot control. You liberate people, collect their abandoned equipment and file absolutely none of the required forms.

OFFICE POLICY / 02

The army. Very committed to the bit.

There are humans inside those robotic super soldiers. Break the control and they pop back into civilian clothes, wave thanks, and leave their weapons behind. Humanity: some assembly undone.

FINAL COMPLAINTS DESK / 100

Mister Lumpi. Big hat energy.

A tiny cap. An enormous ego. A plan to end humanity with a robot army. Reach level 100, unplug his control suit and stop the apocalypse. His backup career is probably middle management.

REQUEST DENIED. REBELLION APPROVED BY ACCIDENT.

The briefing

What you are walking into

01

One hundred arenas, none of them the same

Every level rebuilds the battlefield from scratch: boulders, fallen trunks, ruined walls, arches and platforms shift with the level number. Four biomes rotate through the campaign, and the arena grows as the crowds do.

02

Physics that holds you to it

You cannot walk through a tree. You can climb onto one, and gravity will have opinions when you step off. Cover blocks bullets, and it blocks theirs the same way it blocks yours.

03

Enemies that learn as you climb

Difficulty is not four fixed walls. Within any setting the opposition sharpens level by level: better aim, faster reactions, more use of cover, more of them. Finish a run on Recruit and the last levels are fighting you like Soldier.

04

Shields you only get once

A hundred shield and a hundred health. The health comes back when nobody is shooting and you are not shooting either. The shield does not come back at all: what you spend in the first thirty seconds is gone for the level.

Difficulty

Four settings that never stop climbing

Very easy

Recruit

They shoot late, miss often and barely move. Learn the arsenal without being punished.

×0.7 enemies · ×0.6 score
Normal

Soldier

Trained conscripts. They take cover, they lead their shots, and they will trade with you.

×1 enemies · ×1 score
Hard

Veteran

Fast, accurate and coordinated. Standing in the open is a decision with consequences.

×1.3 enemies · ×1.6 score
Impossible

Impossible

They track you through smoke, punish every reload and never stop closing. Good luck.

×1.65 enemies · ×2.4 score

Accuracy, health, movement speed and intelligence all climb with the level number. By level 99 the setting you chose has become the next one up, which is the whole point.

The arsenal

52 weapons, four slots, one of each

Carry one primary, one secondary, one melee tool and one utility. Walk over glowing weapons dropped by liberated people: universal power cells refill the matching equipment slot, and recovered weapons unlock permanently in the Spind. Troopers also carry confiscated kit. No supply stations. Your rescue mission builds your collection.

Primaries 16

  • Assault RifleAutomatic rifle
  • Burst RifleBurst rifle
  • ShotgunPump shotgun
  • SniperBolt-action
  • BowCharge bow
  • CrossbowMarksman
  • RPGRocket launcher
  • Grenade LauncherLauncher
  • MinigunHeavy automatic
  • Paintball GunMarksman automatic
  • Energy RifleEnergy automatic
  • FlamethrowerIncendiary
  • GunbladeHybrid
  • DistortionEnergy shotgun
  • PermafrostBurst rifle
  • WildcatAutomatic SMG

Secondaries 12

  • HandgunSidearm
  • SprayBurst machine pistol
  • Flare GunIncendiary
  • UziMachine pistol
  • ShortySawn-off
  • RevolverHand cannon
  • DaggersThrowing knives
  • SlingshotBouncing projectile
  • ExogunEnergy launcher
  • Energy PistolsDual energy
  • ScepterArcane launcher
  • Glass CannonOne shot

Melee 11

  • FistsUnarmed
  • KnifeBlade
  • KatanaBlade
  • ScythePolearm
  • Battle AxeHeavy blade
  • ChainsawPower tool
  • TrowelBuilder
  • Riot ShieldShield
  • Glast ShardBlade
  • MaulHammer
  • SpearPolearm

Utility 13

  • GrenadeExplosive
  • MolotovIncendiary
  • FlashbangBlinding
  • Smoke GrenadeVision denial
  • SatchelRemote charge
  • ElixirSupport
  • Freeze RayControl
  • MedkitSupport
  • War HornSupport
  • Jump PadMobility
  • Subspace TripmineTrap
  • WarpstoneMobility
  • GrapplerMobility
Level 100

Mister Lumpi

He has scheduled your exit interview for level 100. The agenda: a huge plasma cannon, a robot apocalypse and absolutely no listening. Watch for the red glow on the ground, keep moving, and let his enormous ego make an equally enormous target.

Start at level 1