Body kill 100. Clean long-range headshot 325. That ratio is the game.
WASD move
Shift sprint
Space jump
Ctrl crouch
Mouse 1 fire
Mouse 2 aim
Q ability
Aim + Q Focus
R reload
V melee
Esc Esc standby
How to play
Four minutes, four against four. Aiming well is worth more than
shooting a lot: a clean long-range headshot scores about three times
what a plain body kill does.
A match, start to finish
Hit Play. Bots fill any empty seats after a few seconds, so you never wait long.
The server drafts everything — character, weapon, map, weather, mode — and shows you the card for two seconds. Both teams get the same quality of kit; nobody picks a better loadout.
Fight. Enemies are orange, teammates are teal. That orange appears nowhere else in the world, so a silhouette is always a player.
When you die you watch through your killer's eyes, and you may swap your respawn weapon with 1–4 while you wait.
The clock ends the match. You get a scoreboard and an Aim Rating out of 100, measured against your own last twenty matches.
Controls
W A S D
Move
Mouse
Look · left click fires · right click aims
Shift
Sprint. You can still shoot at a run — the shots just scatter
Space
Jump. Anything you can climb clears in one
Ctrl or C
Crouch: shorter, slower, harder to hit
R
Reload — the ring under the crosshair is your reload
Q or F
Your character's power
Aim + Q
Focus: spend a full Precision Charge for two steady seconds
V
Melee. From behind, it finishes
1–4
While dead: pick the weapon you respawn with
Esc Esc
Step away — a bot plays your character until you return
Reading the map
Level geometry follows one rule: if you can get on top of it, it is
low enough to clear with a single jump; everything else is a wall.
There is no third kind of obstacle to guess about. Rocks, trees and
hedges are the exception — they are terrain, and they read as
terrain.
Scoring
A body kill is 100. Headshots, long shots, clean engagements,
duels, rescues and first blood all stack bonuses on top. Precision
is the economy: head hits build Precision Charge, and Focus spends
it. Everything on the results screen is downstream of how well you
aimed.
About
TICK is a vibe-coded, open-source project created by
Sambhav Saxena.
It is a four-minute, 4v4 first-person shooter that runs entirely in
a browser tab. There is no launcher, no account and no download
beyond the page itself — every texture, sound and model in the game
is generated at runtime rather than shipped as an asset.
How it is built
One simulation, written in Rust, is the only place the rules exist.
The server runs it at 64 Hz as the authority, and your browser
runs the exact same compiled code through WebAssembly to predict
your own movement — so prediction cannot drift from the server,
because it is not a second implementation. Rendering is WebGL
through three.js; the transport is a plain WebSocket with lag
compensation and entity interpolation on top.
Open source
The whole thing is open: the simulation crate, the server, the
client, and the design document the whole game was built against.
Read it, fork it, take the parts you want.