ABOUT THIS GAME
Corporate Cunts parks you behind the counter of a midway shooting gallery where every booth board, target cutout, and painted backdrop is cut from cardboard. Ten waves of cutouts put three lanes to work: pop-ups rise from behind the inner riser, sliders ride the mid-depth rails, and spinners whirl against the painted hills. Raycast shots blast them for 50 points a pop, but the magazine starts at 20 rounds and only cardboard-grave ammo drops (25% chance, +8 to 15 rounds) drift in to put bullets back. You never move - the stand is fixed, so aim is everything. Let a target's escape clock run out and it gets away for 10% health; clear wave 10 and the run turns endless for a final 120-second stand. Run out of health or let the clock expire and the run ends - qualify for the top 10 and carve your three initials into the shared board.
KEY FEATURES
Carnival Booth in 3D
A Three.js scene at 1024x576 with a 75-degree fixed camera behind the counter: grass midway, striped side walls, red/white awning, painted canvas backdrop with a SHOOTING GALLERY sign, and subtle depth fog.
A Three.js scene at 1024x576 with a 75-degree fixed camera behind the counter: grass midway, striped side walls, red/white awning, painted canvas backdrop with a SHOOTING GALLERY sign, and subtle depth fog.
Three Lanes of Cardboard Cutouts
Every target is a thin BoxGeometry sheet cycling through gallery lanes: pop up from behind the riser, ride the slide rails, or spin against the backdrop - each on an escape clock you must beat.
Every target is a thin BoxGeometry sheet cycling through gallery lanes: pop up from behind the riser, ride the slide rails, or spin against the backdrop - each on an escape clock you must beat.
Ten-Wave Ramp Into an Endless Stand
Waves start at 3 targets and add one each wave while motion speed climbs 10% per wave (capped at +30%) and escape clocks shorten along with it. Clear wave 10 and a 120-second FINAL STAND takes over until the clock or your health runs out.
Waves start at 3 targets and add one each wave while motion speed climbs 10% per wave (capped at +30%) and escape clocks shorten along with it. Clear wave 10 and a 120-second FINAL STAND takes over until the clock or your health runs out.
Never Let One Get Away
Start with 20 rounds, no reload. Every kill has a 25% chance to drop a pickup worth 8-15 bullets, and pickups drift toward the station. Miss too many cutouts and their escapes drain your health.
Start with 20 rounds, no reload. Every kill has a 25% chance to drop a pickup worth 8-15 bullets, and pickups drift toward the station. Miss too many cutouts and their escapes drain your health.
Bolt-Action Rifle in Hand
A real GLTF bolt-action rifle model loads into the first-person view and tracks your aim, with a procedural box-rifle fallback so the game still plays if the asset is missing.
A real GLTF bolt-action rifle model loads into the first-person view and tracks your aim, with a procedural box-rifle fallback so the game still plays if the asset is missing.
Score Attack with Highscores
50 points a kill plus 50 per cleared wave feed one score. Qualify for the top 10 and carve your three initials into the shared PHP leaderboard with player-token identity prefill.
50 points a kill plus 50 per cleared wave feed one score. Qualify for the top 10 and carve your three initials into the shared PHP leaderboard with player-token identity prefill.
GAMEPLAY
Perspective
First-Person 3D (Three.js)
Focus
Fixed-station carnival gallery shooting with escape pressure
Players
1
Native Resolution
1024x576 (16:9)