Coming soon · Windows PC

i5-13420h

Run. Slide. Slam. Stay stylish.
A brutal arena FPS where blood is health and boring play is punished.

Explore the game
Official trailer

Fast. Bloody. Stylish.

i5-13420h is a first-person arena shooter inspired by the greats of the boomer-shooter scene. You descend through ten layers of hell, each with its own enemies, colours, music and boss, and every second you stand still is a second you're losing.

Blood is health

Kill up close and you heal. Parry and you heal to full. Part of every hit is hard damage you can't recover until you avoid hits for a couple of seconds.

Style is everything

The style meter climbs from D to the top rank. Headshots, airshots, ricoshots, parries, multikills, close calls… rely on one gun and its freshness rots.

Move like a maniac

Dash with invincibility frames, slide, slam from the air, wall-jump three times, and whiplash across the room to hook points.

Built from code

Levels, models, sounds, HUD and even the music are generated procedurally. No imported assets. Each layer has its own generated soundtrack that crossfades between calm, battle and boss.

Smart enemies

Enemies path-find on a runtime navmesh — around walls, up ramps, onto platforms. Deeper layers add health, damage and speed.

Secrets everywhere

Side rooms, climbing shafts and hidden glowing orbs unlock five secret levels, each with a ridiculous rule.

Climb the style meter

An announcer calls out every rank as you rise. Stop moving and it drops.

DCBASSSSSSULTRA
HEADSHOTAIRSHOTMIDAIRSLIDESHOTLONGSHOTPOINT BLANKQUICKDRAWARSENALOVERKILLCLOSE CALLRICOSHOTPARRYMULTIKILL

Six arsenals. One trigger finger.

Every weapon has a primary and an alt-fire, and most have multiple variants earned in the campaign or bought in the shop. Switch weapons by pressing the same number again to cycle variants.

Three acts. Ten layers.

Entering a fight room locks the doors until every wave is dead. Checkpoints glow blue. At the end, the exit gate grades your time, kills and style — all S with no deaths earns the coveted P rank.

Secret levels

0-S Knuckle Sandwich

No guns. Punch and parry only.

2-S One Shot, One Life

You have 1 HP.

4-S The Floor Is Lava

Fight-room floors burn. Stay airborne.

6-S Rail Rage

Railcannon only, 1.5 s recharge.

8-S Glass Cannon

3× damage dealt. 3× damage taken.

Ways to play

Challenges

Every level has one: no jumping, no dashing, time limits, parries only, headshots, one weapon, damage caps…

Encore

Remixed levels you've beaten: stronger enemies, 40% more of them, a darker grade. Ranked separately.

Practice

Any level, every weapon and variant, optional invincibility. Nothing is saved.

Difficulty

From Harmless (35% damage taken) to Brutal (170%).

Ten bosses. Zero mercy.

Act III enemies

From Violence onward — and in The Grind from wave 12 — the roster gets nasty.

Stalker

Coats nearby enemies in sand. Explodes when it reaches you. Kill it first and the blast is yours.

Virtue

Floats above the fight, calling pillars of light onto your position.

Hideous Mass

Mini-boss slug: flesh mortars, homing harpoons, tail-slam shockwave. Mouth = weak point.

Mannequin

Skitters at speed, fires 3-shot bursts, lunges up close. Blue flash means parry.

Gutterman

Riot shield and a minigun. The shield blocks frontal fire; shotguns, rails and punches break it.

Guttertank

Parryable rockets, landmines, a parryable punch. Trips over its own mines.

The Grind

An endless wave arena. Pick your battleground — The Pit, The Foundry, The Cathedral, The Frozen Ring or random — and survive. Weapon altars appear on waves 1, 3, 5, 6, 8, 11 and 13, and every tenth wave is a boss.

Dying banks half your style score as points. Spend them in the shop on weapon variants.

Juice, everywhere

Procedural animation

Walk cycles, lean, hit flinches, landing squash, spawn-in pop.

Post-processing

Bloom, per-layer colour grading, vignette, chromatic aberration.

Particles

Embers, smoke, spark streaks, blood mist, impact dust.

Hit-stop

Every kill has weight; big ones linger. Boss deaths are chain-reaction finales.

Dynamic music

Generated calm, battle and boss tracks per layer. Drop your own .ogg/.wav/.mp3 into a Music folder to replace them.

Fully rebindable

Keyboard, mouse and controller. Tweak FOV, sensitivity, graphics and audio.

A soundtrack that fights back

Every layer has its own generated score. It stays calm between fights, kicks into battle music the moment doors lock, and goes full boss theme for the big ones, crossfading as you play. Slow-mo bends the pitch. An announcer calls out each style rank, and guns are layered with room reverb, shell casings and pump clacks.

By the numbers

i5-13420h logo

Coming soon.

Ten layers of hell are almost ready. Watch the trailer, learn the weapons, and get your trigger finger warmed up.

FAQ

When does it come out?

Soon. Check back here for the release date.

What platforms is it on?

Windows PC first.

Where are my saves?

Saved under the studio name i5-13420h. Progress from older DefaultCompany saves is migrated automatically on first launch.

Can I use my own music?

Yes. Put calm, battle and boss files (.ogg, .wav or .mp3) in a Music folder next to the exe. Per-layer overrides like wrath_boss.ogg work too. There's a button in Options → Audio that opens the folder.

Does it support controllers?

Yes, and every key and button can be rebound.

How do I contact you?

Email [email protected].

Is it affiliated with another game?

No. It's inspired by the fast-FPS genre but is an independent project.