Voxel Breach01
Hold an angle. Commit to the site. Bring your team home.
Pause & loadout
Take your places.
Knife + chosen gun
No starting supplies
Kestrel Carbine
Accurate opening shot; controlled bursts beat sustained recoil.
- HEAD
- 84
- BODY
- 28
- LEGS
- 21
FIRE10 shots/s
RELOAD2.10 s
Full damage to 100 m
Automatic fire · control recoil
Bring a friend for each seat. The game starts when everyone is ready.
Connecting to the host…P opens this menu and releases your controls. Online rounds keep running. Loadout changes are available during setup or between rounds. Press P or Resume arena to return. Escape exits fullscreen or mouse capture.
Make each round count.
First team to four rounds wins. Breach carries the device; Hold protects the two sites. Roles switch after round three. Everyone starts each round with 200 health.
01 / MOVE WITH PURPOSE
WASD or arrows move. SPACE jumps. Hold CTRL to crouch or SHIFT to sprint or C to walk quietly. Jump from a low crate to the next ledge to reach higher firing positions. Release Jump between jumps. Moving and jumping reduce accuracy; settle before a precise shot. Small circles on the map mark climbing routes; the map also shows sites and living teammates.
02 / CONTROL YOUR FIRE
Mouse looks, LMB fires, hold RMB with a sighted gun for slower, precise aim down sights, R reloads. Choose your gun during setup or between rounds; stronger blades are loot. 1–9 selects the first nine; use the grouped loadout menu for the rest. During play, 1–4 equips an inventory slot. The mouse wheel cycles carried guns and blades, skipping supplies and empty slots. Pistol, shotgun and bolt weapons fire once per click; the burst rifle fires three shots per click. Release between these attacks. Moving and jumping still reduce accuracy while aiming.
03 / COMMIT TO THE SITE
Breach: carry the device to A or B, stand still and hold E for three seconds. Hold: stand beside the planted device and hold E for five seconds. Its fuse lasts 35 seconds.
04 / BLADE AND SUPPLIES
Your four inventory slots are flexible: slot 1 starts with a knife, slot 2 with your chosen gun, and slots 3–4 are empty. You start without potions or grenades. 1–4 equips a slot; X drops the selected item, or tap its drop arrow. You can even drop your knife and carry four guns. V swaps blade and gun. Click LMB for a quick close-range strike. With a knife, RMB commits a stronger stab with longer recovery; with other blades, time RMB to parry an incoming melee attack. Face the attack and release before each attempt. Sword and katana windups allow a small aim correction, then lock during the cut. Confirm each hit to chain fresh clicks: sword, katana and knife have three hits, axes two, and tonfas four. Tap near the end of recovery to queue one follow-up, or within 0.35 seconds after recovery. A miss, parry or long pause resets the chain. Finishers deal more damage with a stronger gold slash, a small shove and brief stagger when the enemy is not immune. Holding attack does not repeat swings. Q throws a carried bouncing frag grenade. F drinks a carried potion, restoring up to 60 health in 0.2 seconds. Shooting, taking damage or another action interrupts healing and keeps the potion. Only a completed heal consumes it. Potions stack to two per slot. E picks up dropped supplies; planting and defusing take priority. With a full inventory, select a gun to replace it with another gun, or a blade to replace it with another blade. Otherwise, drop an item first. Press E near a fallen enemy to scavenge their dropped gear and healing potions; F drinks a collected potion. The earlier G grenade and H potion shortcuts also work.
05 / HOSTNAME FRIENDLY
Enter arena captures the mouse when available. If your browser blocks capture, hold RMB and drag to look and aim; left click still fires. On touch, use Move and Look pads plus the action buttons. The AIM button becomes STAB with a knife or PARRY with another blade; tap a slot to equip it, its arrow to drop it, or use FRAG and POTION.
06 / SPECIALIST WEAPONS
The bolt sniper rewards settled scoped shots; a miss exposes you during its long bolt cycle. Hold fire through the LMG’s brief wind-up to sustain a lane, then find cover for its longer reload. Crossbow bolts take time to arrive and drop as they fly: lead moving targets, aim above distant ones and reload with R after each bolt.
P opens Pause & loadout and releases your inputs; press P again or Resume arena to return. Multiplayer rounds keep running. Loadout changes are available during setup or between rounds. ESC exits fullscreen or mouse capture; losing mouse capture safely releases your controls. Help also releases your inputs. The blue line under health shows sprint stamina. Sprint forward on the ground; ADS, firing and other commitments stop sprinting. Release sprint after exhaustion and recover before starting again. Health shows your current HP and recent damage; low health turns amber. Your squad’s health appears in its roster. Eliminated players spectate their own team with the teammate’s health and ammunition. Rematch returns everyone to the lobby; all players must ready up again.
Classic: click RMB for up to three simultaneous rounds. Bucky: RMB fires one shell that opens into five pellets after 7.5 m. Release before using either again. Stinger and Bulldog fire committed bursts through their sights. Sidearms and shotguns without sights keep hip-fire look speed.