Competitive FPS
The shooter that only asks one question.
ProAim is a 5v5 bomb-defusal shooter with no recoil, no spray patterns and nothing to unlock. Stand still and the bullet goes exactly where you point it. Move and accuracy is what you spend, so the only thing separating two players is who aims better and who moves better.
Linux 138 MB and Windows 136 MB - built 2026-08-03

In-engine, mid-match, on a map built in Blender.
A small game about one big skill.
ProAim takes the parts of a tactical shooter that reward practice and throws out the parts that reward memorisation. What is left is aim, movement, sound and timing - four things you can be visibly better at tomorrow than you were today.
No recoil. Accuracy costs movement.
Recoil is a memory test wearing an aim test's clothes, so there is none: planted on your feet, every bullet lands under the crosshair. Moving opens a cone that widens with your speed until it caps, and the crosshair shows you exactly how wide it is. Nothing to memorise - just the oldest decision in the genre, taken shot by shot.
Movement you can get better at forever
Source-style acceleration and friction: air strafing, bunny hopping that keeps your momentum, surfing on angled geometry, and fall and collision damage when you get it wrong. Speed comes from technique, not from a sprint key.
Fast, honest time-to-kill
Shots hit about a third harder than an armoured CS2 player takes. Duels end quickly and decisively, but nothing is a guaranteed one-shot, so positioning and trades still matter.
Weight, not arbitrary limits
There is no cap on how many grenades you carry. Everything you pick up has a mass, and mass slows you down. Loading up for a big utility round is a real choice you feel in your legs.
Guns are objects in the world
Dropped weapons are real rigid bodies - they fall flat, tumble when thrown, and get flung by explosions. Walk over one with an empty slot and you pick it up, exactly like CS2.
Sound you can play by
Every sound is mono and spatialised through HRTF, occluded by the walls actually between you and it, and reverberated by the room you are both standing in. Footsteps behind a wall sound like footsteps behind that wall.
Bots worth practising against
The bots perceive, decide and shoot through the same code path a human's input takes. Fill a server with them for a 5v5 offline, or add one to warm up while you wait for friends.
Everything you see is geometry
No sprite sheets, no billboarded particles, no flipbooks. Muzzle flashes, sparks, smoke, fire, tracers and the crosshair itself are procedural meshes, so nothing turns to mush when you get close to it.
Comp and casual
Competitive runs the full match: teams ready up, sides swap at halftime, and the result is written to your local career stats. Casual is the same game without the ceremony.
You already know most of it.
Rounds, sites, the buy menu, the bomb, halftime - all of that works the way you expect, on purpose. Here is what does not.
- Aim is the whole test
- No recoil and no spray patterns. Standing still is perfectly accurate; moving costs accuracy on a smooth ramp, so a duel is decided by where you put the crosshair and when you stop, not by how well you memorised a gun.
- Carry what you can hold
- No cap on grenades. Everything has a mass and mass slows you down, so a heavy utility round is a decision you feel rather than a limit you hit.
- Guns are physics objects
- Dropped weapons lie flat, tumble when thrown, get flung by explosions, and are picked up by walking over them.
- Rooms sound like rooms
- Occlusion and reverb are computed against the actual geometry between you and the sound, not from a per-map preset.
- Anyone can build a map
- The map pipeline is Blender plus one command. No SDK, no compile step you have to learn, no separate editor.
The 1.6 deal, kept.
The best years this genre ever had went like this: someone sent you a file, someone else pasted an IP into a chat window, and you were playing within a minute. No store page, no launcher, no account, no queue, no season. The game was a thing you had, not a service you were let into.
ProAim is handed over the same way, and that is a deliberate refusal rather than a missing feature.
- No storefront
- It is not on Steam and it is not going to be. Nothing sits between deciding to play and playing, and nobody gets to take a cut, set a price, change the terms, or delist it.
- The game is free, and stays free
- Every map, every weapon, every mode, in the download. Later there will be a marketplace for skins made by artists - cosmetics, sold on their own terms, and never anything that changes how a round plays. Nothing you can buy will ever be something you need.
- It is yours once you have it
- Copy it to a USB stick. Play at a LAN with the internet unplugged. Keep the copy you have for as long as you like - it will still work, with everyone else who has it, years from now. Updates happen when you press the button, not when someone decides for you.
- Anyone can run a server
- Your friend's spare PC runs the same game the official servers do, and needs nothing from me. Ranked matches happen on the official servers; everything else you can host yourself, however you want.
- No account, still ranked
- Nothing to sign up for and nothing to log into. Launch the game and you are already you: one rating, one match history, the same on either official server.
Free, unlocked, and one zip.
Download it, run the server, send the address to four friends. There is no account, no launcher, no store page and nothing to buy.
Linux 138 MB and Windows 136 MB - built 2026-08-03
