ABOUT THIS GAME
Enter a private-or-public combat room and fight through a televised Free For All built for two to eight participants. Host a private cell with a join code or publish the waiting lobby to the public transmission browser, then battle human opponents and server-controlled bots across fully lit arenas where sightlines, cover, ordnance, and timing decide who returns.
KEY FEATURES
Private or Public Rooms
Create a private combat cell for code-based joining or publish the lobby in the public transmission browser. Visibility, occupancy, and readiness stay authoritative so the match state always reflects the server's record.
Create a private combat cell for code-based joining or publish the lobby in the public transmission browser. Visibility, occupancy, and readiness stay authoritative so the match state always reflects the server's record.
2-8 Participant Free For All
Fight in a fast, server-run Free For All that supports human players and bots. Elimination, spectating, victory ceremonies, and rematches are all part of the same broadcast cycle.
Fight in a fast, server-run Free For All that supports human players and bots. Elimination, spectating, victory ceremonies, and rematches are all part of the same broadcast cycle.
Televised Tactical Combat
Use an assault rifle, grenades, rapid fire, and cigarette ration pickups inside fully lit arenas with obstacle-blocked sightlines. Positioning and cover matter as much as raw aim.
Use an assault rifle, grenades, rapid fire, and cigarette ration pickups inside fully lit arenas with obstacle-blocked sightlines. Positioning and cover matter as much as raw aim.
Broadcast Ceremonies
Round replay, round victory, and match victory sequences turn every decisive elimination into a performance. The announcer console, telemetry panels, and certified round history keep the spectacle readable.
Round replay, round victory, and match victory sequences turn every decisive elimination into a performance. The announcer console, telemetry panels, and certified round history keep the spectacle readable.
Four Official Arenas
Compete across modern-yard, dust2, inferno, and nuke. Each map ships with its own palette, spawn graph, pickup layout, and visual identity.
Compete across modern-yard, dust2, inferno, and nuke. Each map ships with its own palette, spawn graph, pickup layout, and visual identity.
Server-Authoritative Simulation
Combat, snapshots, visibility, and match awards are driven by the PHP server, so the client always renders the same decisive events the arena authority recorded.
Combat, snapshots, visibility, and match awards are driven by the PHP server, so the client always renders the same decisive events the arena authority recorded.
Browser-First Deployment
Deadzone runs as a same-origin PHP and JavaScript game with no install step. Open the lobby, register a subject name, and jump straight into the broadcast.
Deadzone runs as a same-origin PHP and JavaScript game with no install step. Open the lobby, register a subject name, and jump straight into the broadcast.
Live Subject Telemetry
The interface tracks participant designation, vital function, state-issued equipment, and program rank so the arena feels like a regulated live event instead of a generic shooter menu.
The interface tracks participant designation, vital function, state-issued equipment, and program rank so the arena feels like a regulated live event instead of a generic shooter menu.
GAMEPLAY
Perspective
Top-Down
Focus
Real-Time Tactical Shooter
Players
8
Native Resolution
384x216
Similar games
Deadzone Leaderboard
Ranked by wins, rounds, eliminations, damage, survival, and accuracy
| Rank | Player | Wins | Rounds | Kills | Deaths | Damage | Acc % | Played |
|---|---|---|---|---|---|---|---|---|
| #1 | MrLesion LHN | 0 | 3 | 8 | 9 | 1010 | 19 | 11 |
| #2 | MP MPA | 0 | 0 | 0 | 4 | 120 | 23 | 2 |