Magazines, not hoppers
Real mag-fed markers: a 20-round magazine on the stock marker, a semi-auto rate capped near 9 balls a second, and a reload you have to time — faster with paint still in the mag (1.45 s) than from empty (1.75 s).
A realistic multiplayer paintball shooter that runs in your browser. Real mag-fed markers, paint that drops and arcs over distance, and one rule above everything: one hit and you're out.
Plaster isn't publicly playable yet. Playtests come first — see development status.
Plaster plays by real paintball rules. There are no health bars and no armour: a single paintball that breaks on you ends your life. Every engagement is decided by position, timing and the arc of your shot.
Real mag-fed markers: a 20-round magazine on the stock marker, a semi-auto rate capped near 9 balls a second, and a reload you have to time — faster with paint still in the mag (1.45 s) than from empty (1.75 s).
Paintballs leave the barrel at 88 m/s and are slowed by air drag and pulled down by gravity, every step of the way. Level shots carry about 40 m; reaching the far end of a field takes a visible arc. The server flies every ball the same way.
Any hit eliminates — hand up, walk off. Paint breaks where it lands, on players and cover alike. Online, hits are decided by the authoritative game server, not by your browser.
Lean around bunkers, crouch behind them, aim down the red dot, and sprint between cover — on stamina, so you can't sprint forever. Mouse and keyboard, keyboard only, or a controller.
Everything below exists in the current development build. Details for each are in the design docs.
Public matchmaking at 6v6 with bots filling empty slots, and private lobbies from 1v1 to 8v8 that friends join with a code. The server runs the match: movement checks, every paintball, every hit.
Multiplayer in the docs →
Team Elimination: first team to 100 eliminations or the most after 5 minutes. Search & Destroy: one life a round — attackers carry the paint bomb to site A or B, defenders stop the plant or defuse it, and the teams swap sides every round. First to 4.
Search & Destroy rules →
Speedball: a 34 × 50 m field of inflatable bunkers, fast and close. Woodland: 64 × 96 m of forest with a plank fort, an outpost, a watchtower and a creek, mirrored so both teams get the same lanes and sightlines. Plus a Training range for practice: targets for distance, long range, moving shots, leaning and aim.
Maps in the docs →
Bots pick cover between them and you, peek over it, take a moment to react, lead moving targets and arc long shots. On Woodland they follow the trails, go through doorways and climb the watchtower. They play Search & Destroy objectives too.
Controls and movement →The full list of open questions is in the design docs; every change lands in the changelog.
Captured from the development build. Select one to see it full size.
More media — including gameplay video — will be added as the game develops.
Plaster is built in the open as a living design document. The game, the multiplayer server and the map editor all work in development; public playtests come next, once the game is hosted and the netcode has been checked with real players.
No sign-ups, no accounts. When playtests open, the Play buttons on this page will take you straight into the game.