FPS --

Ironline

Time   Fog
Sensitivity   FOV
      Quality    
Team Callsign

Ballistic-drag, wind and gravity simulation. Material-based wall penetration and ricochet. Hit-zone wounds with bleeding, fractures and field treatment. Zeroed optics with a mil reticle.

W A S D move · Shift sprint · C / X crouch / prone · Q / E lean · Space jump
Mouse fire / aim · Shift while aimed holds breath · V red dot / scope · Wheel zoom · [ ] zero range
B fire mode · R reload · 1 tourniquet · 2 bandage · 3 morphine · 4 saline · 5 splint
F restrain / interrogate prisoners, loot the supply cache · 6 / 7 switch between the weapons in your loadout (pick them in the Esc menu)
T / U / I frag / smoke / flash grenade · N night vision · H thermal · K suppressor · M ammo type (ball, tracer, AP, explosive) · Esc settings
8 squad hold / follow \u00b7 9 squad moves to your crosshair \u00b7 0 squad throws frags at your crosshair
Z offset red dot · V red dot / scope / thermal scope · H thermal mode (thermal optic only) · in a vehicle Q game missile · in a helicopter E countermeasure flares
Your squad moves, takes cover and treats casualties. A support vehicle escorts you; recon drones mark contacts. Wounded hostiles may surrender: capture them and question them for intel.
Esc settings / loadout. Multiplayer presence depends on a configured room service; a standalone HTML file cannot create a public invite link by itself.

Try the five panels in front of you: wood, thick wood, brick, concrete, steel. Dummies stand behind each.

New battlefield: explore the enterable houses near spawn and follow the sandbag-lined trench network. Move through doorways with WASD; crouch with C to stay lower behind trench walls.

Click to deploy. If the mouse does not capture, open the page in its own tab.