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
| Area | Status |
|---|---|
| Movement | Strafe / bunny hop / wall jump (charge + boost) / ledge grab / crouchslide, plus ladders, swimming and moving platforms |
| Map triggers | Teleporters (momentum-carrying, telefrag) and jumppads — client-predicted, with washoi VFX |
| Fall damage | Floor-to-floor bands, crouch-soften, server-tunable (sv_falldamage*) |
| Gametypes | Duel (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) |
| Weapons | Nine 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 |
| Loadouts | Search & Destroy and Amphi spawn kits — blade + one primary + one secondary, chosen per round |
| Pickups | Server-authoritative active-set; CoD-style plate armor; health tiers with mega overheal; timed powerups |
| Chat | Global (T / Enter) and team (Y) chat, scrollable history, per-match /mute and /unmute, recorded into demos |
| Bots | Separate Bot Intelligence Server process, 4 difficulty tiers, BSP vision + NavGraph A*, optional TensorFlow.js dual-network brain |
| Demos | Server-side recording (.shagdemo binary), lobby demo list, in-game playback (normal + cinematic), deterministic re-sim verification |
| Lobby | Portable account keys; Public and Private rooms with map votes and chat; bots in Private rooms; independent skill ladders, gameplay stats and match history |
| Spectating | Fly free or follow a player and see what they see; drop into a match under way while it has room |
| Netcode | Dedicated 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 |
| UI | Washoi manga print-slab HUD, the lobby's gold-rail screens (lobby, settings, leaderboard, profile, demos), match menu, loading and join screens |
What's Coming
| Area | Notes |
|---|---|
| Anti-cheat enforcement | Detection substrate is in and log-only; gating waits on calibration |
Next
Glossary — the terms this manual uses
Getting Started — set the game up and run it
Player Manual — controls, movement, weapons
Developer — architecture, extending the game