Daybay
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Daybay
Sound and voice levels, and how strong the camera moves, are under Settings.
Also on the keyboard: [ ] volume, M room tail, N mic stage, V lens or clean view.
Study controls. These are not part of the game.
The carbine's report is the approved profile D. These switch that default report for the audition only; the other weapons keep their own pools.
Stage bypasses, for hearing what each one does to the attack (all on in normal play):
Weapon response (art variants; B is the default):
Effect toggles (each independent; V is lens only):
Plate Labs
Sunlight, concrete, and someone else in the building.
Enter to fight · P for the practice range
Fetching geometry…
W A S D walk · mouse look · left fire · right aim · R reload · Esc pause
A desktop browser with a keyboard and mouse, and WebGL2. On a phone you can look around the bay, but you cannot walk or fire.
Sound starts on the first click, at a restrained level. Levels and motion are under Settings.
The sun is live: every slat shadow is cast in the browser this frame. The bounce light filling the shaded side is baked, and the two are calibrated against each other.
The room, its lighting, the camera, the combat and the runtime are this project's own code. The meshes and recordings are public-domain downloads, adapted: textures and props Poly Haven CC0 · carbine CC0 via OpenGameArt · opponent from Quaternius' Universal Animation Library CC0 · arms from a CC0 MakeHuman-derived base, rebuilt here · gunshot layers CC0 recordings · impacts Kenney CC0. Every assets/ folder carries its own receipt.