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Introduction ​

Washiki Washoi is an arena FPS built on the SHAG Engine. The design pulls from Quake 3 and Warsow: high-speed movement, weapon-specific knockback, server-authoritative everything.

Heritage ​

  • Q3-style core movement — air strafing, bunny hopping, friction-driven ground deceleration.
  • Warsow-extended mechanics — wall jump with charge boost, ledge grab + pull-up, crouchslide with speed bonus.
  • A world that moves and floods — ladders, swimmable water with drowning, slime and lava, and lifts and doors that carry you and crush you.
  • Q3 weapon family — blade (melee + charged projectile), riotgun, grenade launcher, rocket launcher, plasma gun, machinegun, voltaic, electrobolt, instagun.
  • Server-authoritative netcode — 125 Hz tick rate, client prediction + reconciliation, snapshot interpolation for remote players, lag compensation for hit detection.

What's In Right Now ​

AreaStatus
MovementStrafe / bunny hop / wall jump (charge + boost) / ledge grab / crouchslide, plus ladders, swimming and moving platforms
Map triggersTeleporters (momentum-carrying, telefrag) and jumppads — client-predicted, with washoi VFX
Fall damageFloor-to-floor bands, crouch-soften, server-tunable (sv_falldamage*)
GametypesDuel (1v1, 10 min, overtime on a draw), Amphi (1v1 best-of-three rounds with a chosen kit), FFA / Deathmatch (20 frags / 10 min), Search & Destroy (bomb/defuse rounds, wbomb* maps)
WeaponsNine weapons; clip/pool/none reload models, Voltaic chain-lightning, blade step-in dash, instagun insta-jump, and a click-then-trade swap away from an empty gun
LoadoutsSearch & Destroy and Amphi spawn kits — blade + one primary + one secondary, chosen per round
PickupsServer-authoritative active-set; CoD-style plate armor; health tiers with mega overheal; timed powerups
ChatGlobal (T / Enter) and team (Y) chat, scrollable history, per-match /mute and /unmute, recorded into demos
BotsSeparate Bot Intelligence Server process, 4 difficulty tiers, BSP vision + NavGraph A*, optional TensorFlow.js dual-network brain
DemosServer-side recording (.shagdemo binary), lobby demo list, in-game playback (normal + cinematic), deterministic re-sim verification
LobbyPortable account keys; Public and Private rooms with map votes and chat; bots in Private rooms; independent skill ladders, gameplay stats and match history
SpectatingFly free or follow a player and see what they see; drop into a match under way while it has room
NetcodeDedicated server, fixed-rate authoritative physics (1 dt/tick), client prediction + reconciliation, lag-compensated hits, snapshot baselines, seats held through a dropped connection, input sanitizer, log-only anti-cheat telemetry
UIWashoi manga print-slab HUD, the lobby's gold-rail screens (lobby, settings, leaderboard, profile, demos), match menu, loading and join screens

What's Coming ​

AreaNotes
Anti-cheat enforcementDetection substrate is in and log-only; gating waits on calibration

Next ​

Built on the SHAG Engine.