◆Plaster// Overview

Plaster

A mag-fed paintball FPS
Dev log 01 — "Boot camp"
Squad: Spellthorn + Claude
Theater: the browser

01Concept

Plaster is a browser-based multiplayer FPS where every weapon is a mag-fed paintball marker. Reloads, rate of fire, magazine capacity and projectile behavior (paintballs arc and slow down, unlike bullets) are designed around how real markers play, not how real guns play.

The pacing target is old-school Call of Duty 4 and World at War hardcore Search & Destroy: tight maps, one life per round, no loadout bloat, no killstreaks.

02The vision

// design pillars — teal = in the build today, green = target

Obj 01
One hit, you're outLiveany hit eliminates — real paintball rules
Obj 02
Mag-fed onlyLivereal mag-fed markers, no hoppers, no guns
Obj 03
Hardcore S&D feelPlannedCoD4 / WaW hardcore search & destroy pacing
Obj 04
Realistic woodsballIn progressforest, wooden barricades, golden-hour haze — first map: Woodland
Obj 05
Objective-basedPlannedone life per round — not respawns
Latest update · 2026-10-27
Paintball colours, paint jobs and attachments you unlock

Newest: the game is set up to go online at play.plastergame.com, on a free always-on server with automatic HTTPS (deploy/). Before that: bigger Tab and end-of-match scoreboards on a dark panel, a fuller Esc menu, no more flashing Tab board and no flicker in the overhead view. Other players now see your paint job online, and an eliminated player's raised hand no longer streaks. Paintball Paint colours your balls and splats; Marker Paint repaints the marker. Each marker levels up from eliminations with it and counts its headshots: parts and paintball colours unlock at marker levels, paint jobs at headshots, all editable in POE › Attachments. Before that, Operators › Character: Woodland, Ranger (plate carrier, tan mask) or Urban (chest rig, white mask), all the same size. In Loadout, press a marker's panel to fit its parts: long or short barrels, extended or speed mags, First Strike rounds, and five paint jobs. Every stat shows stock → fitted, and online the server fits the same parts. Also: idle, sprint and equip clips for imported markers, and aiming no longer flicks out on a bouncing mouse switch. See Main menu and the changelog.

03Screenshotscurrent build

Captured from the current build on the Speedball field; the new Woodland map has its own page, Maps. Every model is also shown on its own on the Models page.

Your start position: bunkers across the field, two Red players moving up.Breakout
Breakout from the Blue baseYour start position: bunkers across the field, two Red players moving up.
Right-click brings the red dot to the center of the screen and zooms the view.ADS
Aiming down sightsRight-click brings the red dot to the center of the screen and zooms the view.
One hit and you're out: hand goes up, the ref whistles, you respawn at base.Hit
“Hit!”One hit and you're out: hand goes up, the ref whistles, you respawn at base.
Splats wrap around curved bunkers and fade after 20 seconds.Paint
Paint sticksSplats wrap around curved bunkers and fade after 20 seconds.
Current 34 × 50 m layout, each half a mirror of the other.Field
The fieldCurrent 34 × 50 m layout, each half a mirror of the other.
An online match: score bar, kill feed, teammates with name tags.Online
Online 4v4Team scores and clock, kill feed, name tags over teammates; bots fill empty slots.
The main menu: logo and tabs across the top, the Play cards on the left, and your operator standing on Woodland by the watchtower.Main menu
Main menuPlay, Loadout, Operators, Barracks and Settings over a 3D lobby. See the Main menu page.
The Esc menu in a game: Resume, Settings, Loadout, Controls (shown) and Main menu.Esc menu
Esc menuResume, Settings, Loadout, Controls and Leave match / Main menu, in a game or online.
The map editor: asset browser, 3D viewport with a selected bunker, hierarchy and inspector.Editor
Map editorWhere maps are built now. Play tests them in the real game. See the Map editor page.

04Build status

EngineThree.js r186 + Vite, runs in the browser Live
FieldPer map: Speedball turf with inflatables, or Woodland terrain, forest and fog Live
MovementRun, sprint, jump onto low bunkers, walk smoothly up stairs and slopes, sprint stamina, crouch (ends a sprint), lean Live
ControlsMouse + keyboard, keyboard only, or controller (details) Live
MarkerA primary and a sidearm, switched with 1 / 2, the wheel or Ⓨ: the stock mag-fed marker, sniper and P17 pistol plus any made in POE: fire mode, rate, magazine and reserve, ballistics, reload, look and sounds, picked in Loadout Live
POEObject editor: marker configurations and model / texture / sound imports shared with the game and map editor (details) Live
PaintDrop + drag ballistics; splats stick to bunkers and bodies Live
MapsSpeedball and Woodland, chosen in Practice or a private lobby; JSON files shared by the game, server and editor (details) Live
Map editorVisual editor with save/load, undo and one-click playtesting (details) Live
Imported modelsGLB models from Blender, placed in the editor, with box collision in the game (details) Live
Opponents2 Red bots: cover, line of sight, reaction time, arced shots Live
Audio24 synthesized sounds, 3D positioned Live
WoodsballFirst forest map live (Woodland); golden-hour lighting and more maps to come Live
Public hostingplay.plastergame.com on a free Oracle Cloud server: Caddy for HTTPS, the game server as a service; setup in deploy/ Ready to set up
Plaster EngineWindows desktop hub: every tool in its own window, on the same dev server (details) Live
Task boardDev tool: tasks captured by typing or voice, organised, and worked through by Claude on request (details) Live
Main menuTabs across the top over a 3D lobby on Woodland: loadout, operator name and number, XP, levels and career stats (details) Live
MultiplayerOnline with bots: public matchmaking 6v6 with a map rotation, private lobbies up to 8v8, authoritative server (details) Live
Game modesOnline: Team Elimination (first to 100 or 5 minutes) and Search & Destroy (rounds, one life, plant / defuse, first to 4), picked in matchmaking or a private lobby (details); endless practice offline Live

05Comms

Spellthorn→Claude● Transmitting
Update the design document to include screenshots. Also have a section for any models that were created, like our marker or a character or a paintball, and any sound effects with the ability to listen to them.

Plaster is built in conversation with Claude Code. Early builds had an in-game dev HUD and push-to-talk keys (V to talk to Claude, T to queue a to-do). The HUD was removed on 2026-10-16 to keep the game clean; the work now runs through the task board. Holding T captures a task by voice, even mid-match, and it waits on the board until you hand Claude a batch to work through. Building happens in the map editor.

Open the task board page

06Open questions

Not decided yet. Resolved items move into Build status and get a changelog entry.

Marker roster

Three built-in markers right now: the mag-fed rifle, the bolt-action sniper and the P17 pistol sidearm (see Models). Which real mag-fed markers do we model next, and does each need different stats or just a different look?

Lag compensation

Online hits are judged by an authoritative server (decided 2026-10-16, see Multiplayer). Open: whether to rewind players to what the shooter saw, and how far.

Speedball → woodsball

The target look is realistic woodsball (forest, wooden barricades, golden-hour haze). The first forest map, Woodland, is in (2026-10-17). Open: does Speedball stay as the public-match map, or does matchmaking rotate maps?

S&D rules

What replaces the bomb in paintball terms (flag hang? objective box?), round length, and how many rounds per match.

Follow the build

// every change, newest first

Read the changelog