tron
A pure black void with a glowing light grid and neon edges. Teal and mint are you. Red and amber are hostile. You will learn the colors fast.
user$ sigkill --version
kill -9 the daemons.
A native linux FPS for Omarchy. You are the >_ hexagon, deep inside your own machine, hunting rogue daemons.
[!] desktop linux only. This is a native game, not a web game. This page is the only part of it that runs on your phone.
A pure black void with a glowing light grid and neon edges. Teal and mint are you. Red and amber are hostile. You will learn the colors fast.
Green code rain bleeds through the walls when daemons are near. Hold V and the walls give them up as silhouettes made of their own glyphs.
Neon megacorp ruins in the deep directories. planned Not built yet. Today it is a greybox arena and a lot of attitude.
Every weapon is a unix signal or shell command made physical. All of it is fiction: no weapon runs, signals or touches anything real on your machine. Your AI has been watching you code for months. What happens when you hand it a gun?
Seven weapons are built. They are plain neon blocks for now, placeholder models on purpose. The jokes are finished. The art is not.
terminal cannon
The default hitscan rifle. Infinite ammo, neon muzzle flash, recoil and a hit marker. The one that never lets you down.
SIGTERM
The polite shotgun. Nine violet pellets in a cone, a slow pump, and damage that falls off with distance. Callout: SIGTERM: please exit.
SIGKILL / kill -9The uncatchable rail rifle, and the ult. Fill its meter by killing with the other weapons (about three kills), then one ice-white rail pierces every target on the line up to the first wall and derezzes them.
fork bomb
A grenade that splits 1, 2, 4, 8 into fifteen short neon blasts, each smaller and brighter than the last generation. Two bombs per round. G throws one without drawing it. Never hurts the thrower.
fork()
A shotgun whose pellets split in two mid-flight. Tight and hard up close, a wider and weaker cloud at range. With root, the children fork once more.
grepThe seeker smart gun. Hold aim to lock marks (cobalt brackets, match
tags). A shot sends one dart per mark, and each dart turns toward its target.
rm -rf
Slow, devastating, and it bites back. It winds up with rm: remove? [y]
typing out on screen, then one heavy ember slug crawls out and blasts where it stops. It hurts its shooter too, at half.
planned coming weapons. none of these exist yet.
cron timed minesping sonarchmod 000 freeze raypipe | chain beam/dev/null black-hole grenade
See enemies through walls as silhouettes made of the walls' own green glyphs. It drains fast and refills. On your screen only.
A short meter of Matrix slow-mo. Press F again for SIGCONT. In a multiplayer match it only changes your own screen: the match never slows.
You spawn as user$. Three kills in one life earns a sudo charge. Z shows the password prompt, then root# in red for 8 seconds: the weapon in your hand hits 1.5 times as hard and uses no ammo. Dying drops the charge.
top hold TabA live process-table view of the match: PID, USER, S, %CPU, RES, TIME+, K, D, COMMAND. Sorted by kills, refreshed each second. Dead players get it automatically until respawn.
Your path leaves a neon wall. Touch any wall and you derezz, and the kill goes to the wall's owner. A match rule the host turns on, off by default. It has been checked headless only so far, so there is no screenshot yet.
90 seconds of play, then a 12 second break with the round's numbers and one line from your AI. Daemons shatter into glowing voxels that burst, tumble, land and fade. Players derezz too. The kill feed names the weapon's own signal: SIGKILL sent by ...
The guide and announcer is the coding agent you already picked in Omarchy. Claude Code and Codex adapters come first. A local model server (Ollama, LM Studio, any local OpenAI-compatible endpoint) is the fallback, and a scripted guide takes over if the AI is off.
One player presses M then H to host. The other joins by address. Host-authoritative synced combat, respawns and a kill feed.
The client side is built: a 6 character room code and a sigkill:// invite link.
Internet play by room code is built and coming at launch. The relay (UDP and WebSocket modes) is deployed but kept private until launch, so you cannot play over the internet today. LAN and tailnet only, for now.
There has been no live two-player capture yet, so there is no screenshot of a match.
The promise, in short.
The labels are a grouping, not dates. Nothing here has a release date, and nothing in the planned columns is a promise about order.
Pre-alpha. Runs from source today, for the developer only. Nothing is published yet.
Anything that reads your machine is read-only and uses names, sizes and counts only. Never file contents.
Parked for 2.0. The native game ships first.
| PID | USER | S | ROLE | COMMAND |
|---|---|---|---|---|
| 100 | nixfred | R | creator and director | @NixFred |
| 101 | larry | R | writes the code | Larry (Claude Code) |
| 102 | sigkill | S | producer | SIGKILL |
| 103 | albert | S | first community feature | @QuantaCortex audit_trail |
| ??? | you | Z | one prompt away | <defunct> |
Albert (@QuantaCortex) pitched the Audit Trail visor: trace every enemy back to its parent process, and sever the spawn chain to change the arena. It is planned, not built, and it is the first community feature. read the pitch post
Reply to @NixFred on X with one prompt. If it makes it into the game, you are in the credits. Nobody is credited without their own public reply.