
Codnyx Studio · Alpha testing soon
RETAKESKILL · TACTICS · NO EXCUSES
Same ground.
A higher standard.
A competitive FPS born from the golden era of online shooters. Classic movement, one-life Search & Destroy, dedicated servers and mods, rebuilt with modern netcode and shaped by its community.
128 Hz
Official server tick target
75 ms
Bounded rewind window
0
Hidden skill ratings
1
Game. No yearly sequel.
Two bloodlines. One shooter.
What if the two greatest
eras of FPS had a child?
We took what made the golden-era classic and the modern military shooter legendary, kept the best of each, and left the noise behind.
Early 2000s
The golden-era classic
- Raw, skill-based movement: strafe, lean, jump, read the map
- Community-run servers and a real server browser
- Mods, custom maps and clans that kept it alive for 20 years
- Realism rulesets and bullet penetration
- Server admins, call votes and your own rules
Late 2000s
The modern military shooter
- Tight, responsive gunplay and readable recoil
- Custom loadouts built before the round
- One-life Search & Destroy as the competitive core
- Clean kill feed, hit confirmation and minimap
- Parties, squads and quick matchmaking
The child
RETAKE
Not a remake. Not a clone. Our own game, standing on the shoulders of the classics.
- Classic movement feel, with presets that recreate the era
- Modern gunplay, loadouts and Search & Destroy
- Dedicated servers, LAN, direct IP and a server browser
- Anti-ESP fog of war and server-side rewind
- Community mods and feature voting
- One game, supported and improved instead of replaced every year
What we do better
Not another yearly shooter
Modern annual franchises optimise for engagement and the next release. RETAKE optimises for fair fights and a game that lasts.
| Topic | Typical annual shooter | RETAKE |
|---|---|---|
| Release model | Release modelNew full-price game every year | One game, continuously improved with the community |
| Matchmaking | MatchmakingEngagement-driven skill matching | Open matchmaking on ping, region and input only |
| Servers | ServersOfficial servers only, no browser | Official 128 Hz + community dedicated servers + LAN |
| Wallhack protection | Wallhack protectionClient knows where every enemy is | Server-side fog of war. Hidden enemies are never sent |
| Lag compensation | Lag compensationOpaque, high-ping advantage | Bounded server rewind with authoritative validation |
| Mods | ModsLocked down | Separate modded pool, signed content packages |
| Progression | ProgressionPower creep and paid advantages | Equal loadouts. Cosmetics and status only |
| Roadmap | RoadmapDecided behind closed doors | Features proposed and voted on by players |
Core pillars
Built for competitors
Open matchmaking
No hidden skill rating, no rigged lobbies. Queue solo or with your squad, matched on ping, region and input. Then play the match the way it falls.
Fog of war vs. ESP
The server decides what you are allowed to know. Enemies hidden behind walls are never sent to your client, so a wallhack has nothing to draw.
Server rewind
Your shot is judged against where the target really was on your screen, within a strict time window, and then the server validates it. Fair for high and low ping.
Dedicated servers
Official 128 Hz servers plus community dedicated servers, LAN hosting, direct connect and a real server browser. Your clan, your server, your rules.
Built for mods
Community content has a first-class home: a separate modded server pool, signed content packages and clear trust badges. The classics lived for decades on mods. So will this.
You vote the roadmap
Features are proposed, discussed and voted on with the community. Alpha and beta players directly shape what gets built next, and what gets cut.
Interface
Clean. Readable. No clutter.
From squad lobby to in-match menu, the interface stays out of your way. Strong contrast, fast status reading, nothing you don't need.
Interface and art shown are work in progress from development builds and concepts.
Road to launch
Alpha. Beta. Launch.
We're heading into alpha testing. Here's the path to release on Steam and the Epic Games Store.
Pre-Alpha · You are here
Foundations
Core movement, gunplay, netcode, fog of war, dedicated servers and five game modes in internal testing.
Closed Alpha · Up next
First boots on the ground
Invite-only playtests with the community. Netcode, movement presets and maps under real players. Recruiting on Discord.
Open Beta
Open the gates
Wider testing, official matchmaking, community servers in the browser and the first community-voted features.
Launch
Steam & Epic Games Store
Full release on PC. Wishlist now so you know the moment it goes live.


Enlist now
Be there for the first round.
Alpha invitations go to the community first. Join the Discord, vote on features and wishlist RETAKE so you know the moment it lands on Steam and the Epic Games Store.