Nothing here was downloaded  ·  Every cube placed by hand

Anyone can say it was built from scratch.
Here is the work.

61 models. 2 462 parts.

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The armoury

Seventeen weapons, and none of them a reskin

Each one is built from the same parts library.

Sidearm

5
Quill
Quill 34 parts

one clean shot, or nothing

Swarm
Swarm 32 parts

full-auto sidearm, close range

Tally
Tally 30 parts

the starting weapon, the one you count without thinking about it

Verdict
Verdict 23 parts

heavy sidearm, punishing up close

Snub
Snub 19 parts

short barrel, wide spread

Smg

2
Rattle
Rattle 46 parts

loud, cheap, and effective in a corridor

Hornet
Hornet 36 parts

fast, light, unkind at range

Rifle

4
Lanceturn
Lance 50 parts

a head is a head, whatever the distance

Hush
Hush 49 parts

the quiet one

Warden
Warden 48 parts

semi-auto, punishing at distance

Ridge
Ridge 47 parts

the first rifle you can afford

Sniper

2
Vigilturn
Vigil 56 parts

the weapon that holds an angle by itself

Perch
Perch 46 parts

a scope on a budget

Heavy

3
Bulwarkturn
Bulwark 45 parts

held down, it denies a corridor

Anvil
Anvil 41 parts

a belt, and no reason to stop

Maw
Maw 39 parts

two barrels, one decision

Melee

1
Edgeturn
Edge 22 parts

silent, and lethal from behind

On the ground

The five things a player leaves behind

These are the only models a player walks around.

Frost Trap
Frost Trap Frost · 48 parts

Springs on whoever walks through the doorway.

Decoy
Decoy Phantom · 32 parts

Draws fire, and the attention behind it.

Rift Beacon
Rift Beacon Shade · 31 parts

Marks the way back.

Auto Turret
Auto Turret Titan · 53 parts

Watches an angle so a player does not have to.

Healing Totem
Healing Totem Aegis · 70 parts

Heals the team standing inside it.

Ten agents

Forty abilities, forty models

Six silhouette families, not forty tinted copies.

Aegis

Sentinel
Healing Totem
Healing Totem Signature · 36 parts

Heals allies 3 HP/s in 4-block radius for 5s. CD: 12s, Free

Magic Shield
Magic Shield Ability 1 · 36 parts

3x3 barrier wall blocking passage. Lasts 4s. CD: 20s, Cost: 200$

Repelling Barrier
Repelling Barrier Ability 2 · 38 parts

Pushes + deals 3 DMG to enemies in 5-block radius. CD: 25s, Cost: 300$

Dome of Invulnerability
Dome of Invulnerability Ultimate · 49 parts

Barrier dome + Absorption II for allies for 4s. CD: 0s, Free

Frost

Controller
Frost Breath
Frost Breath Signature · 38 parts

Cone attack: Slowness II for 3s in 6-block range. CD: 10s

Ice Wall
Ice Wall Ability 1 · 35 parts

Creates ice wall blocking passage. Lasts 6s. CD: 25s, Cost: 300$

Frost Trap
Frost Trap Ability 2 · 36 parts

Ice trap: freezes and damages enemies for 4 DMG. CD: 12s, Cost: 200$

Blizzard
Blizzard Ultimate · 50 parts

Blizzard zone: Blindness + Slowness II in 8-block radius for 3.5s. CD: 0s, Free

Nova

Initiator
Flash Orb
Flash Orb Signature · 43 parts

Blinds enemies in 6-block radius for 2s. CD: 10s, Free

Scan Dart
Scan Dart Ability 1 · 38 parts

Reveals enemies in 10-block radius for 3s. CD: 20s, Cost: 200$

Concuss Grenade
Concuss Grenade Ability 2 · 44 parts

Slowness II + Nausea + 2 DMG in 5-block radius. CD: 15s, Cost: 200$

Orbital Scan
Orbital Scan Ultimate · 50 parts

Reveals all enemies map-wide with Glowing for 2.5s. CD: 0s, Free

Phantom

Flanker
Wind Dash
Wind Dash Signature · 35 parts

Dash 6 blocks forward. Damages + knocks back enemies at landing (2 DMG). CD: 6s

Smoke Bomb
Smoke Bomb Ability 1 · 44 parts

Smoke zone: Blindness in 5-block radius for 5s. CD: 20s, Cost: 300$

Decoy
Decoy Ability 2 · 35 parts

Sends a decoy forward that explodes for 3 DMG + brief blind. CD: 15s, Cost: 200$

Phase Shift
Phase Shift Ultimate · 49 parts

Invulnerable + Speed III + Invisible for 3s. Cannot attack. CD: 0s, Free

Pyra

Duelist
Living Flame
Living Flame Signature · 43 parts

Launches a fireball that deals 5 DMG + fire. CD: 8s

Fire Dash
Fire Dash Ability 1 · 35 parts

Dash forward through fire. 0 DMG. Fire trail 3s. CD: 12s, Cost: 200$

Flame Wall
Flame Wall Ability 2 · 35 parts

Creates flame wall. 2 DMG/tick + fire. Lasts 3s. CD: 25s, Cost: 300$

Meteor Rain
Meteor Rain Ultimate · 49 parts

Rains 3 meteors: 5 DMG each + fire in 6-block zone. CD: 0s, Free

Shade

Flanker
Shadow Step
Shadow Step Signature · 35 parts

Teleport 12 blocks forward. CD: 10s

Shadow Veil
Shadow Veil Ability 1 · 44 parts

3s invisibility, cancelled on attack. CD: 20s, Cost: 300$

Shadow Mine
Shadow Mine Ability 2 · 35 parts

Invisible mine: 8 DMG + 2s Blindness on contact. Lasts 30s. CD: 15s, Cost: 200$

Dimensional Rift
Dimensional Rift Ultimate · 49 parts

Place marker, recast to TP back. Auto-recall after 10s. CD: 0s, Free

Terra

Controller
Earth Pillar
Earth Pillar Signature · 39 parts

Raises 4-block pillar under you. Lasts 5s. CD: 15s

Earth Wall
Earth Wall Ability 1 · 36 parts

10x4 stone wall blocking passage. Lasts 8s. CD: 20s, Cost: 200$

Quake
Quake Ability 2 · 35 parts

Ground slam: 3 DMG + launch in 6-block radius. CD: 25s, Cost: 300$

Golem
Golem Ultimate · 50 parts

Summons Iron Golem (30 HP, 6 DMG) for 10s. CD: 0s, Free

Titan

Sentinel
Micro Turret
Micro Turret Signature · 36 parts

Deploys a turret that shoots enemies. 3 DMG per hit. CD: 15s

Fortify
Fortify Ability 1 · 36 parts

Resistance I to self + allies in 5-block radius for 4s. CD: 25s, Cost: 300$

Trip Wire
Trip Wire Ability 2 · 38 parts

Invisible trap: Slowness I + Glowing 2s on trigger. Lasts 30s. CD: 20s, Cost: 200$

Lockdown
Lockdown Ultimate · 51 parts

3s windup then freezes enemies in 8-block radius for 3s. CD: 0s, Free

Venom

Controller
Poison Cloud
Poison Cloud Signature · 43 parts

Poison cloud: 2 DMG/s in 4-block radius for 4s. CD: 12s

Toxic Wall
Toxic Wall Ability 1 · 36 parts

Toxic wall that damages enemies passing through. 1.5 DMG/tick + Poison. CD: 25s, Cost: 300$

Snake Bite
Snake Bite Ability 2 · 38 parts

Toxic puddle: 4 DMG/s + Slowness II for 3s in 3-block radius. CD: 15s, Cost: 200$

Toxic Pit
Toxic Pit Ultimate · 50 parts

Massive toxic zone: 4 DMG/s + Poison in 8-block radius for 6s. CD: 0s, Free

Volt

Duelist
Lightning Bolt
Lightning Bolt Signature · 38 parts

Lightning bolt dealing 6 DMG. CD: 8s

Lightning Speed
Lightning Speed Ability 1 · 35 parts

Speed III + Jump Boost II for 4s. CD: 15s, Cost: 200$

Chain Lightning
Chain Lightning Ability 2 · 44 parts

4 DMG to first target, chains to 2 nearby for 4 DMG each. CD: 20s, Cost: 300$

Electric Storm
Electric Storm Ultimate · 49 parts

Lightning storm in 5-block radius for 5s. 5 DMG/strike. CD: 0s, Free

How

Built by a pipeline, not by hand-editing JSON

🧱

Parts, then weapons

A shared library describes a barrel, a magazine, a stock.

📐

Checked, not eyeballed

A cohesion pass walks every model as a graph.

🎨

Textures we generate

Four materials, painted by code.

The numbers on this page are read out of the models themselves.

Come and hold one.

The live server is open.