
Snaiper
Long-range sniper game. Long-range ballistics. Real wind, real drop, real flight time — every shot is a promise.
Aftercast is an independent game studio of one. I make games slowly, ship them in public, and write down what went wrong. Some are tactical, some strategic, some brainy, some purely crunchy — the only rule is that none of them get to bore you.

Long-range sniper game. Long-range ballistics. Real wind, real drop, real flight time — every shot is a promise.
I'm Patrick. I make games on my own, slowly, and ship them in public. The genre changes; the intent doesn't. What ties everything together isn't a category — it's a refusal to let anything get stale. Every game here is one I'd want to play again myself, at 2am, for no reason at all.
Lock the screen or switch apps mid-round and the game dropped fullscreen, with no way back except quitting to the menu. Resume now asks for it again on the same tap. The Android "swipe to exit" banner still appears; that one belongs to the phone, not the game.
The old camera was technically showing the real bullet path. It just couldn't show the one thing that made it interesting.
The old camera was technically showing the real, physically simulated bullet path. It just couldn't show the one thing that made it worth watching: the curve.
A bullet doesn't move in a straight line between two rendered frames. On a slow computer, that gap is exactly where a mathematically correct shot can go missing.
Most games hand you one wind value for the whole level and call it realistic. Here, the same shot from the same spot can land differently ten metres to the left — because the wind ten metres to the left is a different wind.
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