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FPV PVP

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FPV PVP screenshot 1
Trailer FPV PVP trailerWatch trailer on Steam ↗

FPV PVP

EverLifeLab · Published by EverLifeLab

3 user reviews — 67% positive (3 reviews) · 17 achievements

Last updated 28 Sept 2026

A competitive FPV drone shooter. Pilot an agile quadcopter with an RC transmitter, gamepad, or mouse and keyboard, and fight other players across 5v5 Bomb Defusal, Team Deathmatch, and 1v1 Ranked Duels. Two flight models, ranked ladders with global leaderboards, and a buy-menu economy.

Early AccessDJCTQ 10PvPFull Controller Support

£17.75

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

5 Sept 2026Lowest: £17.75 · Highest: £17.7511 Oct 2026

Action, Indie, Early Access · 2026 · More £15 - £30 games

About this game

FPV PVP takes the tense, round-based tactical shooting you know from games like Counter-Strike and rebuilds it around fast, agile FPV racing drones. Instead of running and gunning on foot, you fly. Master your quadcopter, hold the angles, plant or defuse, and out-fly the enemy team in pure skill-based combat.

This is a competitive FPV drone shooter for Windows PC. Pilot with a real RC transmitter (with full calibration), a gamepad (Xbox or PlayStation), or keyboard and mouse.

TWO FLIGHT MODELS

Arcade: self-leveling and beginner-friendly, so you can jump straight into the fight.

Acro: rate-based flight that delivers the true FPV feel for pilots who want full control.

GAME MODES

5v5 Bomb Defusal: round-based, CS-style objective play with plant and defuse, a buy economy between rounds, and bomb carry.

Team Deathmatch: fast, respawning team combat.

1v1 Ranked Duel: first to 5 rounds, with sudden death when it's close.

TWO ARENAS

Substation: a tight industrial A/B-site arena of crates, containers and cover.

Sandstorm: an open desert outpost built for fast, aggressive flying.

Both are designed for true three-dimensional combat, where threats come from above and below, not just ahead.

COMPETITIVE RANKED PLAY

Two separate ranked ladders (5v5 and 1v1) with global leaderboards. Climb through 17 rank grades from Bronze I up through Silver, Gold, Platinum, Diamond, Master and Elite, powered by an Elo system with hidden MMR. Complete 5 placement matches to earn your rank, then compete across seasons (with inactivity decay) to prove where you stand.

BUY MENU AND ECONOMY

Spend your earnings on a Rifle, SMG, Sniper or Shotgun, deploy a kamikaze Bomb-Drone, and pick up armor to survive the next engagement.

TALK TO YOUR TEAM

Built-in voice chat with team comms and 3D proximity voice, so you can hear enemy drones buzz past. Per-player mute lives right in the scoreboard.

ONLINE AND OFFLINE

Browse an internet lobby list, invite friends with codes, form parties, and play over LAN with automatic discovery. Prefer to warm up solo? Practice against AI bots in single-player.

BUILT FOR COMPETITION

Server-authoritative hit registration with lag compensation, host migration, reconnect support, killcam, kill feed, scoreboard, minimap and spectator mode keep matches fair and readable. Your career is cloud-saved and follows your account across devices.

RUNS ON ALMOST ANYTHING

Graphics scale from high-end rigs all the way down to old, low-end PCs: an auto-detect picks a sane preset on first launch, with manual tiers down to a bare-minimum mode.

WHY EARLY ACCESS?

FPV PVP is launching in Early Access because the core competitive experience is ready to play, but we want to build the rest of the game alongside our community. The full mode lineup, ranked ladders, flight models, economy and netcode are already in. During Early Access we'll be expanding the map pool, refining balance, and adding content based on player feedback. Jumping in now means you help shape where the game goes.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10 64-bit
  • Processor: Intel Core i3 / AMD Ryzen 3 (dual-core)
  • Memory: 4 GB RAM
  • Graphics: DirectX 11 capable GPU, 2 GB VRAM (e.g. Intel UHD 630 / NVIDIA GT 1030)
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 1 GB available space

Recommended

Recommended:
  • OS: Windows 10/11 64-bit
  • Processor: Intel Core i5 / AMD Ryzen 5 (quad-core)
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GTX 1060 / AMD RX 580 (4 GB VRAM)
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 1 GB available space
  • Additional Notes: SSD recommended.

Supported Languages

English

Latest news

  • Patch NotesOfficial

    FPV PVP v3.42

    FPV PVP v3.42 - your first flight, a host who can leave, and no more stranded pilots Fixed: joining a deathmatch already in progress could strand you after your first death - the late joiner's drone missed the respawn rule and sat in the spectator view until the match ended. Late joiners and replacement bots now respawn like everyone else. Belt and braces around every death - the server double-checks that a pilot in a respawn mode comes back a few seconds after dying; the camera and the HUD re-attach to your drone if they ever lose it; the crosshair and ammo are drawn before anything else; deathmatch shows a RESPAWN IN countdown while you are down. REPORT BUG attaches the tail of your session log (user name scrubbed), so a "no crosshair after dying" report arrives with the lines that explain it. Gamepads start in ARCADE, the mode is named on screen, hints follow your device and rebinds. PLAY VS BOTS at the top of the menu, shorter solo matches, no frozen shop on round 1. The match survives a host who leaves through the menu; a wifi blip no longer crowns a new host. Lighter rendering on weak machines; quieter, faster start.
    Read full article on Community Announcements (ELEZIOR)
  • Patch NotesOfficial

    FPV PVP v3.41

    FPV PVP v3.41 The hardest part of a small competitive game is not the flying, it is being online at the same moment as someone else. This update is about that: seeing who wants a game, telling you the truth about who is where, and never losing a match to a failure the game kept quiet about. It also carries every fix from v3.40, which never went out - radio pilots especially should read the controller section. FINDING A GAME Who wants a game. Pilots looking for a match now appear in the menu by name, with the mode they want. You are listed automatically while you are queueing or hosting a match that has not started, and there is an UP FOR A GAME toggle for when you simply want to be findable. Real player counts. Every listed match used to show 1 player forever, because joiners connect through the relay and never touched the listing. Hosts now publish the actual count, so the browser, the queue board and quick play's "join the fullest match" all mean what they say. Version-aware lists. A match hosted on an older build is shown as MISMATCH with its JOIN disabled, instead of letting you spend an entire connection attempt to be turned away at the door. It no longer inflates the counters either. And if YOUR build is the newer one, the game says so, rather than telling you to update. Ranked tells you the truth. FIND RANKED MATCH now says when fewer than 6 pilots are online: 5v5 needs 3 vs 3 real pilots and cannot start with fewer. It offers 1V1 RANKED, which places you with just two pilots, or QUICK PLAY instead. You can still host a ranked lobby and wait if you want to. Alone online? Instead of five zeros and a "scanning..." that reads like a dead game, you get one clear card: you are the only pilot online, bots fill every match, and any pilot who launches later can join you. One button starts that match. No more waiting for nothing. Quick play, 1v1 and ranked searches skip their scan passes when nobody else is online. You are flying within seconds, and other pilots can s...
    Read full article on Community Announcements (ELEZIOR)
  • Patch NotesOfficial

    2 mini bug fixes

    Fixed, and it was two bugs, not one. Your throttle was on a trigger and the game was treating triggers as buttons, so it could never be bound. That is fixed for every controller now, not just yours. While checking it I also found that RC pilots who never bound a fire switch could not shoot at all, which would have been your next complaint. Fire now works on the mouse too until you bind a switch. Update is live. Controls > Calibrate RC Transmitter, adopt your Pocket if it still shows as a gamepad, then run the stick calibration. Your throttle will show up this time. Thanks for the report, the "seen as a button" detail is what cracked it.
    Read full article on Community Announcements (ELEZIOR)
  • Patch NotesOfficial

    Settings update: display modes, clearer graphics settings, and a RadioMaster fix

    This one is all about settings and controllers, based on your reports. For RC pilots, especially RadioMaster owners: found it. Radios running EdgeTX tell the PC they are a gamepad, so Steam sometimes grabs them and the game never sees a radio at all. The calibration screen now shows you every device the game can see, and if your radio shows up as a gamepad there is a one click button to use it as your RC radio anyway, with full stick calibration. The screen also explains how to stop Steam from grabbing it if you prefer the clean way. Display mode is now a real choice: Borderless, Exclusive or Windowed. Small confession, what the game called Fullscreen before was actually borderless already, the label just did not say so. Exclusive is new and can help if you use G-Sync or FreeSync. The graphics quality setting is now a slider from 1 to 8 instead of a list of confusing names, and it shows exactly what each level changes. Tweaking individual options still switches you to Custom, nothing gets erased. Also cleaned up the menu showing a scary technical message in the games list when your connection blinked. It just retries quietly now. Thanks for the reports, keep them coming.
    Read full article on Community Announcements (ELEZIOR)
  • Patch NotesOfficial

    v3.36 - Performance update

    Flying close to other drones should run a lot better now. The drone model was being drawn at full detail no matter how far away it was, so frames dropped hard whenever a few drones were near you. It now scales with distance. In testing, the cost of drawing drones went down by about 40 percent with a screen full of them. Shooting should feel smoother too. Every shot used to build and throw away a pile of temporary effect objects, and you were paying that for other players' shots as well. That build up was behind the small freezes during fights. Those effects are reused now instead of being recreated. A few smaller stutters are gone as well, from the HUD and the damage numbers doing more work each frame than they needed to. If you were one of the people who reported lag near bots, tell me if it feels better on your side. Thanks for the reports, they were what pointed me at this.
    Read full article on Community Announcements (ELEZIOR)

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