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Watch trailer on Steam ↗Urban assault
Sobhy Tfaily · Published by CedarGate Interactive
1 user reviews — 100% positive (1 reviews)
Last updated 28 Sept 2026
A competitive multiplayer first-person shooter where you shoot, flank, and dominate across Free-for-All, Team Deathmatch, and Capture the Flag. Choose from 8 weapons and outplay opponents with skill-based combat and precise lag-compensated hit detection.
£2.99
Lowest price we've ever recorded
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Price history
Action · 2026 · More under £5 games
About this game
Urban Assault
Skill-based multiplayer shooting in stylized urban arenas. Whether you're sniping from a rooftop, pushing the objective with a shotgun, or planting a flag in the enemy base, every fight comes down to your aim and your timing.
Game Modes
Free-for-Al; — Last one standing in fast 10-player skirmishes.
Team Deathmatch— Two squads. One scoreboard. Coordinate or die.
Full Arsenal
Assault Rifles, SMGs, Shotguns
Sniper Rifles with scope-in for long-range kills
Pistols for backup
Rocket Launchers and Grenade Launchers for area control
Frag and Smoke Grenades
Built on Unreal Engine 5.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel Core i5-12400F or AMD Ryzen 5 5600
- Memory: 8 GB RAM
- Graphics: GTX 1060
- Storage: 2 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 11
- Processor: Intel Core i5-12400F or AMD Ryzen 5 5600
- Memory: 16 GB RAM
- Graphics: RTX 3060
- Storage: 2 GB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Gameplay enhancements & bug fixes
Release Notes for Version 0.1.0OverviewThis update brings several improvements and optimizations to enhance the gameplay experience, performance, and overall stability of the game.GameplayFirst-Person Camera Adjustments: Improved first-person camera settings for a more immersive and precise aiming experience.Mesh Visibility Management: Enhanced handling of additional mesh components (such as face, helmet, and accessories) to ensure they are hidden or shown appropriately during transitions between first-person and third-person views.Camera Pitch Adjustments: Updated camera pitch limits for both first-person and third-person modes to provide better control and visibility.Head/Neck Bone Handling: Improved management of head and neck bone visibility to prevent clipping issues in first-person mode.Grenade Throw Animations: Added functionality to speed up grenade throw animations, making the action feel more responsive and immediate.Combat Component Improvements: Refactored weapon swapping logic for better server-authoritative handling. Ensured that combat states are correctly reset on both client and server sides during weapon swaps.Grenade Throw Mechanics: Optimized grenade throw mechanics to clear aiming flags and start the throw animation immediately upon button press, providing a more seamless experience.Performance Reduced Overhead: Removed unnecessary calls to Tick() for camera adjustments, replacing them with more efficient interpolation logic to improve performance.Memory Safety: Implemented additional checks to ensure pointers are validated before use, enhancing memory safety and stability.Networking Server-Authoritative Logic: Enforced server-authoritative handling for weapon swaps and grenade throws to maintain game integrity. Ensured all client inputs are validated on the server. This issue was causing players to enter in null state Bug FixesViewport Clipping Issues: Resolved issues with head/neck bones clipping through the camera in first-person view. Weapon...Read full article on Community Announcements (Rinzler)Patch NotesOfficial
Leaderboard + Major bug fixes
FeatureAdded a hold-to-view scoreboard on Tab, with live player listing during matches.Scoreboard now sorts by eliminations and shows player name, kills, deaths, and K/D ratio.Bug FixesPicking up an empty weapon results in infinite reloading animation loopReduced main menu volume (community request)Fixed a case where end-of-match/cooldown announcements could fail to appear for some clients (especially mid-joiners).Improved projectile networking flow to reduce duplicate/incorrect client-side projectile behavior and keep server authority cleaner.Fixed projectile ownership and hit-processing edge cases, improving reliability of damage registration across projectile weapons.Fixed a rocket hit handling issue that could cause duplicate impact handling (double explosion/damage behavior).Improved grenade and rocket movement replication so projectile motion appears more consistent for all players.Fixed shotgun and projectile hit edge cases (invalid-hit/null-socket guards), reducing missed or inconsistent hit events.Updated camera spawn/respawn behavior to preserve intended third-person defaults and avoid forced first-person flips.Fixed ladder climbing bugMiscellaneousRocket luncher projectiles lunch fasterRebalanced health regeneration pacing to recover faster after taking damage.Read full article on Community Announcements (Rinzler)






