Fixed emplacement · about four minutes a run
Flak Battery 3D
You are the gun. The plain in front of you is measured out in metres, the horizon is the far edge of it, and every shape crossing that line is coming for the deck you are standing on. Aim with the mouse or the arrows, fire with a click or the space bar, and do not let the barrels get too hot.
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Flak Battery 3D
A gun that cannot move, a plain marked out in metres, and three kinds of drone crossing it towards you. Scouts die to one shell, Lancers to two, Haulers to four. The gun has no magazine — only a heat bar, and it will lock if you hold the trigger down.
Lead the drone. A shell takes about half a second to cross the plain.
- Mouse aim · the crosshair is where the shell goes
- Click or Space fire
- ← → ↑ ↓ aim without a mouse
- P or Esc pause · M sound
- R restart
Paused
The plain is exactly where you left it.
Battery Down
0Best 0 · 0 on target
- Wave reached1
- Drones down0
- Shells fired0
- Accuracy0%
Battery down. Every run starts again at Scout speed.
| Input | What it does |
|---|---|
| Move the mouse | Swings the turret. The crosshair stays centred, so wherever the pointer sits on the canvas is the bearing you are on. |
| Click, or hold Space | Fires. Holding it fires as fast as the gun allows until the heat bar tops out and locks the trigger. |
| ← → | Swings the turret at a fixed rate, for a player who would rather not use a mouse at all. |
| ↑ ↓ | Raises and lowers the barrels between just below the horizon and well above it. |
| P or Esc | Pauses. The wave waits, the heat does not drain while it is paused. |
| R | Starts a fresh run from wave one, whatever was on the plain a moment ago. |
| M | Turns the synthesised sound on and off. The setting is remembered the next time you open the page. |
- Mouse aim — or the arrow keys
- Click or Space fire, hold to keep firing
- P pause
- R restart
- M sound
The battery does not move, and that changes everything
The other game here drawn in three dimensions is a treadmill: you drive, the road arrives, and the skill is in reading traffic that is already moving past you at speed. This one is a seat. You are bolted to a gun on a flat plain with the horizon a long way off, and everything in front of you is coming to the deck you are standing on. Nothing about the emplacement moves — not the camera, not the mount, not the sight — and that one constraint decides what the game is about. There is no dodge and no second lane: only where you put the crosshair and when you press the trigger.
The plain is a grid of square metres, sixty to each side, with range rings every twenty-five so a drone at a hundred metres never wears the same silhouette as one at a hundred and fifty. The grid is the instrument you read height and distance against, and the reason a target that would be a smudge against open sky is a legible problem here.
Three silhouettes, and what each one costs
A Scout is one shell, twenty-two metres a second, a hundred points and about eight seconds of warning. A Lancer takes two and moves at thirty, which makes it the quickest thing out there and the one that punishes a slow reload. A Hauler takes four, crawls at fifteen and pays three hundred and twenty — slow enough to feel like a breather, armoured enough that it is not one. All three are the same octahedron underneath, so the colour of the ring tells you what the shape cannot.
A wave opens with three drones and adds one each time, and the mix turns over as they go: Scouts alone at first, then Lancers, then Haulers from the fifth wave onward. Past five the armour scales too, so a Hauler arriving at wave nine wants six shells rather than four. Every wave is built as a queue the moment it starts rather than drawn on the fly, which is what makes a seeded run reproducible and is also why the difficulty arrives in steps you can feel rather than a slope you cannot.
Heat, not ammunition, is what runs out
The gun has no magazine. It has a heat bar that fills by a little under a tenth with every shot and drains at a steady half a bar a second whether you are shooting or not. Twelve rounds in a row and the trigger locks; it clears again once the bar has fallen below a third, so an overheat costs you a beat rather than a wave. Held down, the gun is a hose that stops after eleven shots. Tapped, it never stops at all.
Heat does one more thing: spread widens with it, so the last few shots before a lock are the least accurate the gun ever is. That is deliberate: the game wants a player who fires on purpose, and it charges for the lack of discipline exactly when a panicking player needs the accuracy most.
Close is good enough, and close is faster
A shell is a real object crossing the plain at three hundred metres a second, and it goes off on proximity rather than on contact — anything inside three and a half metres is hit, and anything inside nine takes half a shell of damage. That is what a flak battery is, and it is also why the weapon is pleasant to use with a mouse: you aim at a volume rather than at a pixel, and a shot that is nearly right is still a shot that worked.
It is the reason leading a target is worth learning. The blast is wide enough that a Scout at eighty metres can be caught with the crosshair a little ahead of it, and doing that kills it a second and a half earlier — which, across a wave arriving every few seconds, is the difference between clearing the plain and being overrun.
What players ask about the emplacement
Why does a shell go off before it touches anything?
Because that is what makes the gun usable. The drones are small, they move, and they arrive on a bearing you cannot predict, so a weapon demanding a direct hit would test pixel accuracy instead of how well you read the plain. Proximity fusing makes the game about position and timing, and a near miss still costs the drone something.
What is the heat bar actually limiting?
The rate you can fire, and nothing else. There is no ammunition count to run down and no reload to sit through. The bar fills as you shoot and drains on its own, and it locks the trigger for a moment when it tops out. A player who taps never sees it fill.
Can I play this with a keyboard and no mouse?
Yes, and the arrows are a first-class way to aim rather than a fallback. Left and right swing the turret, up and down raise and lower it, all at a fixed rate, so accuracy comes down to how long you hold a key. Space fires while it is held and P pauses.
Does the battery get harder, or just busier?
Both, and they are separate dials. Waves add a drone at a time and shorten the gap between arrivals, which is the busy half. The mix turning over to Lancers and Haulers is the harder half, because a Hauler takes four shells and gives you two extra seconds to spend them.
Is anything about a run remembered between visits?
One number, kept in your browser: the best score, stored under this game's own key along with the wave it was reached on. There is no account, no leaderboard and no server to send it to, which is why it reads zero on a machine that has never played it.