Anyone can say it was built from scratch.
Here is the work.
61 models. 2 462 parts.
Seventeen weapons, and none of them a reskin
Each one is built from the same parts library.
Sidearm
5
one clean shot, or nothing

full-auto sidearm, close range

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

heavy sidearm, punishing up close

short barrel, wide spread
Smg
2
loud, cheap, and effective in a corridor

fast, light, unkind at range
Rifle
4
turna head is a head, whatever the distance

the quiet one

semi-auto, punishing at distance

the first rifle you can afford
Sniper
2
turnthe weapon that holds an angle by itself

a scope on a budget
Heavy
3
turnheld down, it denies a corridor

a belt, and no reason to stop

two barrels, one decision
Melee
1
turnsilent, and lethal from behind
The five things a player leaves behind
These are the only models a player walks around.

Springs on whoever walks through the doorway.

Draws fire, and the attention behind it.

Marks the way back.

Watches an angle so a player does not have to.

Heals the team standing inside it.
Forty abilities, forty models
Six silhouette families, not forty tinted copies.
Aegis
Sentinel
Heals allies 3 HP/s in 4-block radius for 5s. CD: 12s, Free

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

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

Barrier dome + Absorption II for allies for 4s. CD: 0s, Free
Frost
Controller
Cone attack: Slowness II for 3s in 6-block range. CD: 10s

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

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

Blizzard zone: Blindness + Slowness II in 8-block radius for 3.5s. CD: 0s, Free
Nova
Initiator
Blinds enemies in 6-block radius for 2s. CD: 10s, Free

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

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

Reveals all enemies map-wide with Glowing for 2.5s. CD: 0s, Free
Phantom
Flanker
Dash 6 blocks forward. Damages + knocks back enemies at landing (2 DMG). CD: 6s

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

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

Invulnerable + Speed III + Invisible for 3s. Cannot attack. CD: 0s, Free
Pyra
Duelist
Launches a fireball that deals 5 DMG + fire. CD: 8s

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

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

Rains 3 meteors: 5 DMG each + fire in 6-block zone. CD: 0s, Free
Shade
Flanker
Teleport 12 blocks forward. CD: 10s

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

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

Place marker, recast to TP back. Auto-recall after 10s. CD: 0s, Free
Terra
Controller
Raises 4-block pillar under you. Lasts 5s. CD: 15s

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

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

Summons Iron Golem (30 HP, 6 DMG) for 10s. CD: 0s, Free
Titan
Sentinel
Deploys a turret that shoots enemies. 3 DMG per hit. CD: 15s

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

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

3s windup then freezes enemies in 8-block radius for 3s. CD: 0s, Free
Venom
Controller
Poison cloud: 2 DMG/s in 4-block radius for 4s. CD: 12s

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

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

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

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

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

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