Snaiper
Long-range ballistics. Real wind, real drop, real flight time — every shot is a promise.
What it is.
Snaiper is a long-range sniper game you play in the browser. Solo vs. bots — every mode, every difficulty.
The ballistics are real: a simulated bullet flies through a wind field, drops with gravity and drifts with the crosswind, and the reticle can show exactly how much to compensate for both.
Four ways to shoot: free-for-all PVP against up to ten bots, twelve waves of Zombie Horde with perks and an ability, a best-of-three Tower Duel at 2.2–3.4 km, and Contracts — six targets from 250 to 1200 m against the clock. The Dope Book keeps every record.
① The shot
Every bullet is simulated, not scripted. At 600 m an M40 round takes 0.63 s to arrive with no wind — line up the shot, then wait for it.
② The physics
Wind isn't a number, it's a field. Drop and drift are computed per round, and the reticle can show the drop marks that compensate for both.
③ The bots
Three difficulties — Rookie, Veteran, Elite — tune how the bots shoot back, from a PVP standoff to a Zombie Horde wave.
④ The modes
Four ways to shoot, one Dope Book that remembers every run: shots, accuracy, headshots, longest kill.
Four ways to shoot.
PVP
Free-for-all against 1 to 10 bots. Wind flags, glint, hide — read the field, take the shot.
Zombie Horde
Twelve waves. Pick a perk after every clear, use your ability, and don't get flanked.
Tower Duel
1v1 against a bot from tower to tower, 2.2 to 3.4 km apart, storm wind, best of three.
Contracts
Six targets in sequence, 250 to 1200 m. No difficulty setting — just the clock.
Dope Book
Every run recorded: shots, accuracy, headshots and longest kill, with personal bests by mode, difficulty and aid.
See it in motion.













Mouse and keyboard.
- Solo vs. bots — no online multiplayer yet
- Three difficulties: Rookie, Veteran, Elite
- Ballistic aid: Off, Drop marks, or Full
- Works on desktop and phone (touch controls)
- Runs in the browser — needs WebGL2
- Online multiplayer: planned, no date yet
What we learned.
Why every kill-cam replay looked the same (and how we fixed it)
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 "perfect" shot only landed 43% of the time — at 30 fps
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.
Wind isn't a number. It's a field.
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.
Our bots got worse when we let them learn
We gave the sniper bots a way to correct their aim after every miss. The hardest difficulty got worse, not better. The reason is the same reason a real shooter with a shaking hand can't fix a bad zero by trying harder.