Arena Strike 3D - Beta 1.6.5
Trailer
Monster Rush (30 s, 1080p): click the image to watch trailer/monster-rush.mp4. Every shot is drawn in the game's own world, with its models, poses, recoil and death motion. The sound effects come from the game's own synthesizer, and the gunfire is timed to real gameplay footage.
Open index.html in a browser (a local server such as python3 -m http.server is the safest way; double-clicking also works in most browsers).
index.html page shell, icon sprite, CDN libraries (Three.js r128, Howler.js 2.2.4, PeerJS 1.5.4)
css/style.css all styling
js/01..11-*.js game code in load order (core, render+audio, world, models, player/input, modes, actions/HUD, parkour/radar, party/online, UI pages + cinematics, main loop)
The scripts are classic scripts sharing one global scope, so keep the load order in index.html.
Reward codes and developer access
- Open Redeem codes from the lobby.
DEV grants the exclusive Dev gun skin and Dev outfit. Equip them in Loadout; neither item drops from cases or is sold in the Shop.
- Reward codes ignore letter case and surrounding spaces. Each code can be claimed once per browser save; inventory and redemption history persist with the existing local save.
- Add or remove codes in
REDEEM_CODES at the very top of js/01-core.js. Copy an entry for coins, items, or both, then commit. Commented examples are included. See SETUP-CODES.md for copy-and-paste examples.
- Codes use 1–64 letters, numbers, hyphens or underscores, starting with a letter or number. The browser hashes the entered code and stores only the hash for new claims. Existing claims from the previous version still prevent duplicate rewards.
- The game reads the code list directly;
js/reward-codes.js and GAME_CODES are no longer used. The Deploy game workflow publishes static files without a secret or build dependency. Reward checks require HTTPS or localhost to preserve hashed claim history.
- Custom mode requires the separate, case-sensitive developer code on the Redeem codes page. Unlock it to open Battle Simulator or Sandbox, or return to Monster Rush and switch Custom mode On. Access lasts until page reload or Lock access; old saved Grind settings no longer enable it automatically. Online co-op cannot use Custom mode.
- The shipped password is a SHA-256 digest in
DevAccess. To change it, hash a new game-only password with SHA-256 and replace passwordHash. Password checks require HTTPS or localhost. This is a client-side convenience lock, not secure authorization; a server would be needed to enforce developer privileges against modified clients.
- Run regression checks with
node --test tests/rewards.test.cjs tests/build-pages.test.cjs (Node 24). Set ARENA_TEST_DEV_PASSWORD to the configured game-only password to also run the successful-unlock checks without publishing that password in the test file.
- Reward codes are public in the game's source, and saves are local to each browser. Custom mode keeps its separate password. Secure account-based rewards would require a server.
Custom battles and previews
- Battle Simulator has seven preset enemy armies, budgets, and nine troop types. Place your troops on the blue side, start the battle, and advance after winning. Edit / reset restores your formation and budget.
- Sandbox has an open center, connected raised terraces, free flight, two placement teams, a nine-slot hotbar, sample armies, pause/speed controls, and up to 60 living units. Start a battle and use Join Blue / Join Red to fight; F returns to flight. Edit / reset restores the formation from the start of the battle.
- Both custom modes have three original low-poly landscapes: Meadow Railway, Canyon Express, and Frostfall Valley. Choose a landscape before starting; campaign challenges also cycle through them. Terrain height is shared by placement, troops, player movement, and weapon collision.
- The scenery includes an elevated circulating train with freight cars and smoke, railway bridges, a station, a spinning windmill, waving pennants, and flowing water. Trains are decorative and stay outside the playable area. Scenery animation respects the system's reduced-motion preference.
- Troops have distinct armor, weapons and silhouettes. The editor includes illustrated troop cards, a translucent placement preview with attack range, a live minimap, army counts, budget indicators, battle results, and a Hide tools button for a clearer view. Use the mouse wheel to change flight height.
- Flight controls: WASD to move, Space up, C or Ctrl down, Shift faster, right-drag to look, Q/E or arrow keys to turn, mouse wheel for altitude, 1–9 to choose units. Click the ground to place; the Remove tool refunds campaign units. These modes currently use mouse and keyboard.
- Custom battles do not grant coins, XP, or quest progress. Existing game saves are preserved.
- Loadout has live previews for finishers, emotes, equipment, profile items, and music, including locked items without unlocking them.
This is the beginning of the README. Read the rest at the original. Read the full README ↗