Veteran — the standard garrison. Balanced sight, suspicion and firepower.
Time only moves when you act. Plan in the frozen moment, then commit. Click a sentry to attack; with the loud sidearm armed, click a fuel drum to detonate it.
OPERATION NIGHTJAR
A single-file tactical stealth game fusing the squad infiltration of Commandos: Men of Courage with the act-then-time-moves combat of John Wick Hex.
ENGINE
Three.js for 3D · Web Audio API for fully procedural sound
EVERYTHING IS GENERATED
No external assets — every model, sound effect, and particle is built in the browser.
Characters and events are fictional. The setting is a generic 1944 occupation.
Winter, 1944. The occupied village of Vaucourt, and a garrison sitting on a reprisal order meant for the people of nearby Sainte-Odile. Two commandos go in over three nights to break that order before it can be carried out. Time only moves when you do — plan in the held breath between heartbeats, then commit. Cross open ground and the sentries take their turn too.
VIPER works in close with a Fairbairn–Sykes fighting knife. GHOST carries a suppressed De Lisle carbine for silent work at range. Stay out of the lantern-light of their vision cones; a sentry who spots you fills a suspicion meter — let it max and the whole garrison stands to arms.
The men at those posts are not the monsters of the recruiting posters — they are tired reservists and frightened boys, far from homes most of them will never see again, held in place by fear of their own command. It will not stop them from killing you. It should not stop you. But read the PERSONNEL file before you go, and know whose winter you are ending.
Lift the enemy's operational orders from the command post and carry them to the recognition panels at the LZ. Smoke, a concussion grenade, ghillie concealment and a knife are in your kit. Drag to pan, WASD or screen edges to scroll, right-drag to rotate. Don't lose your people.