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 154 MB and Windows 151 MB - built 2026-08-03

5v5
Bomb defusal
0
Recoil, standing still
192
Server ticks / sec
2
Platforms
A ProAim corridor seen down a rifle

In-engine, mid-match, on a map built in Blender.

01The game

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.

02If you play CS

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.

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 154 MB and Windows 151 MB - built 2026-08-03

Alex Wilkinson
03Made by

Alex Wilkinson

ProAim is one person's game. I write the game and build the maps - it runs on Fyrox, the open-source Rust engine - which is why it is small and why every part of it points the same direction.

I also made Nail, the programming language this site is written in, and Simple Universal Language. The rest of it is at alex-wilkinson.ca.