KILL NITE

Operator's field guide

Everything worth knowing before the first fight: what you see, what to press, how credits are counted and what the satellite fears.

What the game is

A first-person tactical shooter in the "bodycam" style: the camera on your chest, a body with weight, weapons with real recoil. There is no health bar — there is signal: wounds, the zone and its edge tear the picture with grain and noise; a dropped link is death. Three modes: Duel 1 v 1 (three wins in a row open the final), Final for eight (satellite, zone, entry 2 CR — the winner takes the entries) and Training (bots don't kill, nothing counts). Between fights — the hub: briefing room, a screen replaying your last fight, the armory counter, the range.

Controls

W A S Dmove · SHIFT sprint (forward only, costs breath) · CTRL crouch · ALT quiet step · SPACE jump and vault
LMB / RMBfire / aim; SHIFT while aiming holds breath
R Nreload · fire mode
1 2 Qweapons; Q cycles: rifle → pistol → grenade → bandage. With a grenade in hand LMB winds up, release throws (hold longer — throws farther)
E G Ttake (a gun from the ground; from a body — gun, bandage, grenades; an empty slot fills itself) · drop · quick grenade
C Hshield with the weapon (it takes the hit, costs durability; no firing while blocking) · bandage (6 s without a weapon)
M L Fscan terminal (hold; weapon down) · camera light (you are seen) · bullet line
TAB B ESCscore (hold) · loadout · menu

Battle panel

Squad top-left, pulse with an ECG top-right (rises with sprint and wounds — widens your spread), wind, temperature and zone bottom-left, call sign, weapon with magazine and pouch bottom-right. Notices stack at the top: battle start, zone, satellite, CAUGHT, reloading, the weapon card under the crosshair ("AK-105 · 64% · E TAKE"). At spawn — ten seconds for consumables: bandage 1 CR, grenade 1 CR, repair by wear.

Satellite, terminal, zone

The satellite passes on a schedule (in the final). Ten seconds before — a warning; whoever crouches and holds still is not in the frame. The snapshot is the position of everyone standing; you read it on the tablet in your left hand (M): map, zone, dots, the trail of the last three passes, a list of who was caught with directions. While you read, your gun is down — and your killer will see "he was reading the terminal" in the debrief. The zone shrinks on a schedule; past its edge the signal tears.

Economy: one credit — one kill

+1 CR for a kill, −1 for your death, never below zero. Killing the same victim again pays only every fifth time — there is no farming. There is no other source of credits, so a price reads in people.

Weapons

TR-15
TR-15 14 CR
rifle · rifle ammo
the contract rifle
AK-105
AK-105 12 CR
assault rifle · rifle ammo
bursts, reliable
MKR-9
MKR-9 12 CR
SMG · rifle ammo
light: walk ×0.97
HR 11-87
HR 11-87 16 CR
shotgun · buck
buckshot, up close
MK-14 EBR
MK-14 EBR 28 CR
marksman · rifle ammo
semi-auto at range
ORYX SRM-12
ORYX SRM-12 40 CR
sniper · magnum
wind-hold mark in the scope
MX-68
MX-68 36 CR
LMG · rifle ammo
heavy: walk ×0.94
R-08
R-08 8 CR
revolver · magnum
the cheapest gun
WK-11
WK-11
pistol · pistol ammo
starting, bound, repairs itself

Modifiers: suppressor 10 CR (quieter, flash almost gone), weapon light 6 CR (on the muzzle, you are seen). Paints: OLIVE 4 · DESERT 4 · WORN BLACK 3 · SNOW 6.

Contracts — first guns for deeds

3 matchesR-08
5 killsMKR-9
5 kills with the pistolweapon light
3 wins in a rowTR-15
hide from the satellite 3 timessuppressor
a 40 m shotMK-14 EBR
25 killsHR 11-87
5 wins in a rowORYX SRM-12

They close on their own from what your career already counts; the reward goes straight to the locker. The nearest three are on your card in the game (FULL INFO).

Items, durability and the block

Every gun is an item with a history: where from, when, how many it killed, how much life is left. Durability is spent by blocking (C): the gun takes three quarters of the damage instead of you; at zero it falls apart and is gone for good. Repair at the armory — half the price by wear. On the site you can list an item on the market, sell it or hand it over.

Three lives

Die and you come back in five seconds one step lower: main gun → spare → starting pistol. Your place is set by the last dropped link.

Hub, range, network

Hub — the briefing room between fights: walk around, E at the armory counter, the bar screen replays your last fight, the table shows the final's map with marks. B opens PLAY, ESC the menu.

Range — sheets at 25 / 50 / 100 m and a manikin; six steps: hit, reload, aim, hold breath, a ten-shot series (goes to your card), terminal. Every weapon type lies on the bench — E.

Play with a person: SETTINGS → GAME → HOST HERE (port 7777/UDP, the guest needs your address) or CONNECT by address. Open matches are listed on the site's front page.

Account — one for the game and the site: locker, credits and stats live on the server. Sign in on the site with Steam or a passwordless email code; in the game by device key, linked to the site by signing in from the game.

The world answers

Doors open and get shot through like wood, wooden crates can be pushed, plywood opens a hole after twelve hits, lamps break, mud slows you down and makes noise. Bullet whiz by your head, blast concussion, hit direction at the crosshair, Bullet Line — a warning that someone is aiming at you.