A round-based competitive shooter built in Unreal Engine, with one twist: you win by capturing a single asset and holding it. No respawns, learnable recoil, and a clock that only runs while the core is yours.
Five against five, one life each per round, money to spend between rounds — a round-based competitive shooter built in Unreal Engine, with a twist on how you win: capture a single asset and hold it, no respawns.
Round-based shooters share a structural problem: once a round is decided, the last thirty seconds are dead time for everyone, and a straight elimination win condition gives a losing team no reason to keep contesting a lost fight.
We designed Holdout: capture the core, bank ninety seconds of uncontested control to win, with the clock decaying rather than resetting when you lose the point — so a losing team that retakes it for even fifteen seconds has changed the next round's maths instead of achieving nothing. Server-authoritative netcode with lag compensation keeps hit registration honest, and recoil was tuned over six weeks until it felt learnable rather than random.
Every round stays live until the buzzer instead of going dead once one team is ahead, and elimination remains a valid second win condition rather than being replaced. The mode, the map built around it, and the core shooting all shipped and are live.
Post-launch playtest sessions show players disengaging in the final thirty seconds far less often than in the original straight-elimination prototype.
A look at the product. Drag, swipe or use the arrows to browse.
The pieces that make up this project, shipped and in production.
Banked time decays when you lose the point instead of resetting, so losing hurts without ending the round — a team that falls behind always has a real path back.
The decay rate is tuned in playtests to keep every round tense to the final seconds without letting any round drag.