1946. Mankind has just suffered one of the most brutal wars it ever faced. While the rest of the world is still rebuilding, a scientist of unmatched genius by the name of Albert Einstein decides to act. With a device he was engineering at a secret research center in Trinity, New Mexico, he travels back in time to kill the person who he sees as the root of all misery: Adolf Hitler. He catches up with Hitler in 1926 and disposes of him without thoroughly considering the consequences, as time will soon tell.

It's now the 1950s. World War II never happened -- at least, not yet. Germany remains a peace-loving country with close ties to other European nations, now facing increased tensions with Russia under Josef Stalin's rule. In order to realize the glorious Marxist dream he has envisioned, Stalin mobilizes the forces of the USSR. His goal? The conquest of Europe. The nations under threat form the Alliance that seeks to put an end to this madman's nightmare before he can see to its completion. The Great World War II has begun.

  • Steamroll over Europe with the high-powered arsenal of the Soviets or repel the invasion with the technological superiority and cunning of the Allied Forces in a team-based FPS inspired by Westwood Studios' hit real-time strategy game, C&C Red Alert.
  • Wage warfare on the land and in air with units ranging from Mammoth Tanks and Chinooks to Phase Tanks and Longbows.
  • Pacifist? Repair your base as an Engineer, support the war effort as a Medic or Mechanic, or infiltrate the enemy stronghold and steal intelligence or assets with Spies and Thieves.
  • Classic C&C economy management comes into play, giving players the choice on what character classes and military hardware they want to bring to the fight. Early infantry skirmishes give way to full combined-arms conflict, with high-tech war vehicles including the stealthy Phase Tank, nuclear Demolition Truck, and high-voltage Tesla Tank!

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:allied: Red Alert: A Path Beyond Update :soviet:


  • Added emoticons for radio commands, like in Renegade.

Building needs repairs!

Attack their defenses!

Attack the Ore Truck!

  • Refilling or buying rifles/techies in infantry combat is no longer possible.
  • Fixed the "limit" on items in the B/N/M list, they will now display all players/buildings.
  • Screen shake of most explosive weaponry has been reduced about 20-30%.


Grenadier.gif Grenadier

  • Splash radius down (8 -> 7m)

Rifle_Soldier.gifMedic.gif Rifle/Medic

  • Rifle/SMG (AK-47, M16, MP5) damage multiplier to light vehicle health/armour down (0.4/0.2 -> 0.36/0.18), a 10% decrease
  • Rifle/SMG damage multiplier to heavy vehicle health/armour down (0.3/0.15 -> 0.28/0.14), a 6.67% decrease

pt_so_starshina.png Starshina

  • TOZ-194 buckshot damage multiplier to infantry decreased (1 -> 0.9), a 10% decrease

pt_al_officer.png Captain/Kapitan

  • Light machinegun (M60, PKM) damage multiplier to light vehicle health/armour down (0.5/0.5 -> 0.5/0.4), an 11.11% decrease (but not against supply trucks or other unarmoured vehs)
  • Light machinegun damage multiplier to heavy vehicle health/armour down (0.45/0.3 -> 0.4/0.3), a 4.75% decrease
  • Light machinegun damage multiplier to armoured infantry down (0.875 -> 0.75), a 14.3% decrease

Flame_Trooper.gif Flamethrower

  • Splash radius up (8 -> 8.5m)
  • Splash damage down (35 -> 30)

Tanya.gif Tanya

  • Self-healing delay increased (15 -> 20 seconds)

Volkov.gif Volkov

  • Adjusted to be a little more "midfield" and less "enemy rooftop camping killwhoring douche":
  • AT cannon range back up (85 -> 90m)
  • Shotgun damage down (50 -> 45)
  • Napalm direct damage down (25 -> 20)
  • Napalm splash radius up (8 -> 10m)
  • Napalm splash no longer penetrates terrain/building cover.
  • Shotgun/napalm no longer gets improved accuracy from crouching.
  • Self-healing delay increased (15 -> 20 seconds)
  • No longer has infinite armour, the bar is there and it can be depleted.


Tesla_Tank.gif Tesla Tank

  • Physics redone slightly, should no longer be susceptible to randomly flipping over when reversing. (Unfortunately the suspension can now LOOK a little weird at times but you can't have it all. I'll figure out a better solution eventually.)

Yak.png Yak

  • Decreased acceleration about 10%
  • Decreased range (140 -> 130m)


  • In dead buildings, prop monitors display static on screens and "blinklight" mainframes stop blinking.

Allied_Construction_Yard.gifPower_Plant.gif Construction Yard/Power Plant

  • No longer has to be destroyed for a base destruction victory.

Allied_Radar_Dome.gif Radar Dome

  • Added Repair Tool props to the shelves.

RA1_Airfield_Icons.gif Airfield

  • Removed physical collision from runway lights as they were making rotation difficult for Yaks.

Soviet_Tesla_Coil.gif Tesla Coil

  • Range no longer falls a few centimetres short of its targeting range (which made it possible for a Ranger to draw coil fire without being hurt).
  • Splash cover penetration up from 0% to 75%

Soviet_Flame_Tower.gifAllied_Turret.gif Flame Tower / Turret

  • Splash cover penetration up from 33%/0% to 75%

Technology Centre

  • Fixed the stickiness of the lower edges of the platform for the "mega mainframe".


  • Targeting priority for most bots (excluding base defenses, snipers and Tanyas) treats the target's unit cost as a much less important factor, so they will be more likely to target buildings and to finish already-damaged units.
  • Targeting and "fear" priorities vs each "type" of unit (infantry, light vehicle/base defense, heavy vehicle, aircraft, building) have been tweaked for greater sensibility. Most importantly, bots in MBTs will no longer attempt to maintain max range against inconsequential rifle infantry that barely hurt them and they can barely hurt in return, and will instead try to charge through them but still return fire if there are no better targets, whereas the lightly-armoured Phase/Tesla bots continue to fear infantry and maintain maximum range against them. Rifle Soldier bots do not "fear" infantry, as they are free and expendable - this also means they can break past poor defensive lines and infiltrate buildings more easily.
  • Behaviour of defender/repair bots has been improved; instead of randomly picking a building to repair/defend (even if it's in no danger) and then staying glued to its MCT until it or the bots die, they will now only rush to the aid of buildings that are damaged, and will just idle around if no buildings are damaged.
  • Bots' per-map infantry restrictions have been revised once again to exclude more infantry that are unsuitable for certain situations. For example, since Metro is now an infantry-only map in the eyes of bots, bots will never purchase Rocket Soldiers there, and since Camos Canyon's lanes are straight and open enough that bots often find themselves fighting at long range, bots will never purchase Sergeants, Medics or Flamethrowers there.
  • Bots don't buy Mammoth Tanks or APCs anymore, since they both have issues - with Mammoths they frequently manage to somehow leave the pathfinding grid, upon which they become "stuck" and only serve as a stationary turret, and with APCs the "infantry join a transport vehicle" logic isn't currently functioning in group rushes, so an APC in a group rush doesn't provide the intended effect of speeding up the group (because the tanks wouldn't have to wait for infantry to catch up at each waypoint) to compensate for being a mediocre combatant. Both may be re-enabled in future if these issues are fixed. Bots will still try to use an APC/Mammoth if they are left unused for too long (like with Rangers).
  • Bots can now buy Grenadiers. (However, due to issues targeting around cover, they don't get bought on Metro.)
  • Volkov bots now use the AP shotgun against infantry. However, due to the AI 1-weapon limitation, this draws from the same ammo pool as the AT cannon and takes no time to "switch" to.
  • Allied Sergeant bots now use the dragonsbreath shot against infantry to balance them with Soviet ones, since being set on fire causes bots to aim sporadically.
  • Bots will now react to the radio commands "Follow me" (causes some bots who are near you to follow you) and "Move out" (releases followers who will then do their own thing)
  • Group rushes are less "patient" - they won't wait around for participants to join for as long as they used to.
  • Bot "wakeup" time after spawning is randomised.
  • Player kills versus bots are reported on the killfeed and play the kill sound.



  • Fixed OT pathfinding which somehow broke again.


  • Bots no longer crash the game.
  • Bots no longer get hung up on the War Factory props or the Cargo Truck.
  • Moved Soviet north silo slightly south so it's easier to repair.
  • Moved the boxes around Soviet north silo to provide more cover to repairmen.


  • Fixed missing spy/thief zones for the Soviet Barracks, War Factory and Refinery.
  • Fixed a VIS error in the Tech Centre.


  • Bots can now be enabled. (As usual, load up the map in LAN, press F8 to open the console, and type botcount 30 or some number around that.)

Revamped Hostile Waters (In Progress)

Community contributor Raap has resurfaced with a preview of his latest revision of Hostile Waters.

Hostile Waters (Revamped)

Preview of the revamped Hostile Waters, Soviet base. Key feedback was always that LST landing parties had too many easy angles of approach, so each of the two bases are gaining some significant terrain changes to make attack routes more defined. The Allied base uses more natural terrain for the same purpose, while the Soviet one uses more industrial themes, an approach I also used back on Siege.

Note that I'm having a few strange issues that are roadblocking further development progress, so as of now the only thing I can work on is aesthetic changes and general terrain changes, such as this one. This means, no ETA for when I finally get to complete this APB level. Upon delivery, release is entirely the decision of Pushwall.

Added note: Due to time restrictions and concerns regarding network based gameplay behavior, the rail cart system and related underground tunnels have unfortunately been cut from the reboot project, despite having been largely completed already.

- Raap

Coming Soon

To close off this update, another map is on its way as Pushwall shows with this image.

Coming Soon

It may or may not look familiar to some.

Happy New Year to all and thank you for your continued support. Visit us on our forums @ w3dhub.com and join us on our Discord server! Discord.gg

APB Changelog + Minipatch

APB Changelog + Minipatch


Hello everyone - apologies for being almost completely absent the past few months save for answering one or two forum/IRC queries, but I kind of needed...

C&C Saga Interview

C&C Saga Interview

News 1 comment

Recently we were approached for an interview for our friends at German C&C Saga. Available in English and German!

APB Changelog

APB Changelog


In which the "old style" Grenadier is given a new lease on life, mid-tier infantry eat their Wheaties, and the Medic is cut down to size AGAIN.

APB Changelog

APB Changelog

News 2 comments

Medic and Volkov cut down to size, Sergeants more suited for center-mass shots, new building props, two more bot-friendly maps, and Militant Force! What...

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W3D Hub Launcher

W3D Hub Launcher

Installer Tool 12 comments

The W3D Hub launcher is your one stop shop for your W3D gaming needs, providing game downloads and automatic updates, an integrated server browser, centralised...



Full Version 2 comments

ATTENTION: This download is obsolete, and APB will no longer be distributed on this platform. Use the w3dhub Launcher to download APB.

APB Texture Pack v.2.0

APB Texture Pack v.2.0

A Patch Beyond Texture Pack Demo 2 comments

This is a demo of my mad texture pack.

LevelEdit Path

LevelEdit Path

SDK 1 comment

A simple utility that allows you to easily re-route your LevelEdit application to point to a new game source folder, without the hassle of using regedit.

Mapping & Mod SDK v2 - RA:APB Gamma

Mapping & Mod SDK v2 - RA:APB Gamma


Updated for RA:APB 2.1.2 content. Art source files, mapping tools, compile/decompile utilities, and documentation to get you started on creating your...

Obsolete - v 2.1.2 Mac Full Client - RA:APB Gamma

Obsolete - v 2.1.2 Mac Full Client - RA:APB Gamma

Full Version

(Obsolete) For Mac gamers, this is the RA:APB 2.1.2 full game client Wineskin. Thanks for Darklord42 once again for preparing this special wrapper for...

Comments  (0 - 10 of 1,780)

Excuse me, how can I play some maps with only bots? Like how can I host a game and play with only bots in it

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if i want to manually download ,,suppose if i download it on one computer with the laucncher can it copied and pasted to another computer

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This comment is currently awaiting admin approval, join now to view.


im new to this but can someone tell me what files to download to play the game

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You only have to download the W3D Hub Launcher.

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Hi Y'all,
I took the time yesterday to install A Path Beyond on two computers, so a friend of mine and I could play on LAN server, and I have to say that those new "smart bots" you guys have been working are absolutely AMAZING!!!

Thank you all for the time and effort you've all volunteered into this dream come true!
:) :) :) :) :) :)

(However), I did run into a weird little problem...

. After about 14 minutes into a chaotic bot battle we sneaked our way yonder to the soviet base to destroy their construct yard and warfactory... After about 14 minutes the host becomes "invisible" to the client....
We both tried a turn at hosting and had the same results... after sometime all you can see is the host's name tag...

My friend was new to the game so it was difficult to guide him to the next building to destroy by just yelling across the room "follow me". LOL

The only map we played on was "Camos Canyon".

We also did get some decent lag from the 30 bots running around, but I think I have to upgrade our graphics cards.

Computer specs:
Both are recently assembled Dell Optiplex 780s mt


onboard graphics (I believe that's the main problem)

(will be upgrading GPU to a:

EVGA GeForce GT 730 DirectX 12 2GB 64-Bit GDDR5 PCI Express 2.0 Low Profile.)

Core 2 Duo E8400 3.0 GHz. CPU (will be upgrading to a Core 2 Quad Q9650).

Well that's all.

Thank Y'all,


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Hey Guys, i follow you since the start of your journey with this mod and enjoyed APB and TSR many many many hours :D i am also exited for your other upcoming mods RA2AR, Dune, ECW and Imperial Age.

Is it possible that your team create a Tiberian Dawn Mod as a side project, if you're done with the other mods? Sure, Renegade tries to convert TA into the FPS but many design aspects are different between these two games (meaning TA and Renegade). I see in the BHP forums that one guy tries to build one but stopped after a few weeks. It would be possible to use the old Renegade Sole Survivor Mod and APB as a base for it, many units from TD and RA1 are quite similiar.

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One_Winged_Angel Creator

Hey man, sorry for the late reply! Thanks for your kind words!

The possibility of a Tiberian Dawn mod has been thought of a few times, but the fact is that we don't have enough staff members to fire up another project. We have a wealth of tutorials in our forums if you or someone you know wanted to try and have a go though!

Reply Good karma+2 votes

Thanks for the Info! Since i've started 3D Modeling for DB Xenoverse Mods, i'm just a 3D Polygon starter and no pro yet.

Can you answer me a few other questions?
When will the W3D Wiki back online?

And how about the status of the missing units and buildings.

They would be:

- Chrono Tank ( i know, a prototype is available on the 1st April Lunar Map) - when the tank comes into the game what happend with the phase tank?
- Cruiser (so far i know, there is no model for the unit yet?)
- Helicarrier? it was a cut unit from RA1
- Tech Center
- Camo Pillbox
- Chronosphere (i guess i hear'd that the chronosphere comes into the game when the coding for the RA2AR Version is ready?)

- MiG (since the yak and the plane mechanic is in the game, i guess it would be only a matter of time?)
- Attack Dogs (including Chitzkoi)
- Kennel (obvious for the Doggys)
- Iron Curtain (same like the Chronosphere)
- Tech Center

- Advanced Power Plant (i'm not sure it's already in the game)
- Any Powers like sonar pulse, Para Troopers/Bombs, Spyplane? (Sure a few like Spy P. would have no point to be in the game but asking about is just for the record)

Oh and any chance of mission-based MP Maps come back in the future? I like the old mission map where your team must save a MCY

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Pushwall Creator

Advanced Power Plant existed in the past, but it was removed because it was just a power plant that took up more space - and with bases gaining some additional prop cover and more buildings such as extra service depots and potential future buildings like the very chronosphere/iron curtain you mentioned, the regular power plant takes up enough room as it is.

Chrono Tank isn't far off from being done, I'm just hoping for some better warping mechanics (the warping on the Lunar map isn't very faithful to the original) and a more complete texture. It's planned to be a pure tank destroyer that performs poorly against buildings/infantry, so that already sets it reasonably apart from the Phase Tank which needs to take extreme care against vehicles but decimates buildings and infantry in optimal circumstances.

Camo pillbox, well, you know exactly where it's going to be after the first time you deal with it because it's not even remotely as heavily masked as a gap generator, so what's the point? It works in the RTS because you can choose where to build it.

Chronosphere has a model but the Iron Curtain doesn't (only a destroyed prop version). It wouldn't be fair for us to add one team's superweapon to the game without the other. So until the Iron Curtain has a model, the Chronosphere will continue to be a mere prop - you may have seen it sitting around on a few maps.

Helicarrier - no model - and it would be boring for whoever's playing as one. At least in a mobile gap generator you can crush people and you have to watch your positioning at all times, a helicarrier would just sit still out of enemy reach watching all the action and not taking any part in it. This is part of why we made it so you can deploy the MRJ and leave it to go do more interesting things with your infantry, but if you're in the middle of the ocean in a helicarrier, where would your infantry go when you "deploy"?

Tech centres: none of the current maps have room to spare to add these. And they'd be another structure of dubious purpose (it would probably just increase your tech level by 1 or something?) and I really want to dial back the number of structures that don't directly produce units/powers/income, not add more.

I kinda want Sonar Pulse to be a thing but currently rendering issues make it easy enough to spot submarines as it is. Parabombs are just a nuke that doesn't oneshot buildings and has no Allied equivalent, and being attached to the same building as paratroopers, wouldn't Soviets just have way too many powers compared to the Allies? Paratroopers may be plausible with the new bot logic, or even as a way for player infantry to "teleport" to the front lines, but if it's the latter I'd make that something both teams can do.

Attack Dogs (and by extension, kennels) would be of dubious use in the current game. Spies are easy enough for normal players to detect and nowhere near powerful enough to demand a hard counter, and half of the Soviet infantry are already specced towards CQC.

MiG and Cruiser are things that may get implemented if we ever have models for them. And right now, we don't.

Those co-op mission maps didn't even manage to be fun for very long because it didn't take long before everyone got used to the map and then every single "match" on a particular map would always play out in exactly the same way because you're playing against a predictable AI instead of other players that have more than 1 strategy. Which is probably why the people who made those maps had to make a new one every couple of weeks and retire some of the older ones - to keep them fresh. Simply put, it's not worth the effort.

Reply Good karma+2 votes

Thanks for the reply! Sad to hear for the A.PP and the Tech Centers. It would be fit for maps with big bases and many defenses. But you have a point here clearly. Tech Centers would be for advanced units and the non-superweapon powers i guess, and you lose it when the TC is destroyed.

I see, you want the CTank balanced, in the original game, he wrecks entire buildings. But yeah i guess your idea is the best choice.

I imagine a big sea map (bigger than pacific threat) with naval yard/sub pen and helipad for cruisers and heli carriers, to use it. But yeah, also you have a point here. The Problem is, that if you sell a naval unit or going out you fall into the ocean. If that is not the case you could as driver deploy it and get own helicopter for fight. also the unit in his usage is pretty op so it should only 1-2 at the time on the map, same for cruisers.

about camo pillboxes. i'm not sure from a programmer perspective, but would it be possible to set a randomized field where the camo pillbox can appear, so the camo pillbox has no fixed point on the map? or spots where the players build camo boxes once per match (if they got destroyed, building/purchase is not available anymore)i guess i read at some point in the old BHP Forum, also the idea of more armor was discussed for it.

Chronosphere/Iron Curtain. Ok sure, it would be only fair if both factions get their second-strong superweapons at the same time.

Paratroops/Bombs - yeah i guess both factions should have these. would be a flag (like for the a-bomb) neccesary? i've seen in the generals-renegade mod "scud storm" a mechanic where you can fly around as super weapon beacon on the map and choose your target.

you could use dogs on a map where the soviets don't have so much high advanced infantery and the soviets don't have minelayers on the map. there can dogs a good infantery counterpart

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Pushwall Creator

The problem with allowing players to fly around as a "cursor" for a superweapon is that it allows them to freely scout out the entire map and enemy positions both without retaliation and without the enemy knowing. So that's an option I'd like to avoid; they would almost certainly be marked by flares like the a-bomb.

Having RA-esque building destroyer chronotanks would not be very well balanced. Allies already have a fairly easy time of decimating Soviet buildings if they can muster up a phase tank rush and the Soviets have lost their defenses and don't have enough manpower at home, particularly Tesla Tanks which can actually detect phases on radar. Imagine how much easier that'd be with a unit that can't be damaged or detected while in transit, moves faster than a phase while in transit (and that's just with the Lunar slow-warp - imagine if they could instantly teleport across the map!), and is more durable than a phase. Right now their damage to buildings is only as much as a ranger, so a CT rush could be a threat to bases if left alone, but it wouldn't be as reliable as something else like phase or light tanks that can get the job done much faster and have an easier time of crushing or sniping any engineers that pop out of the woodwork.

As for dogs, even on the lowest tech levels Soviets have access to flamethrowers, starshinas, kapitans and grenadiers. All of their "advanced" infantry are anti-tank. We could move flamers up to make room for T1 dogs - they'd definitely be just as good of a counter to the ever-annoying medic - but then that's another unit of incredibly niche purpose that other units can do comparably well while also doing other things, and I think the sniper alone is ramming the quota on those. It'd make no sense for it to be able to damage enemy buildings for instance. In any case, the only dog model we have hanging around is the AR team's, and even if I had permission I'd rather not use theirs until the game has a public release.

Reply Good karma+1 vote

Okay sure, that would be also a abuse of this concept.

And if we change the smaller powers to a binocular with you can mark a certain spot of the map (a convoi as example) and you can bomb them with parabombs or troopers?

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Pushwall Creator

The binocs logic is fairly flawed, it just doesn't matter that much right now because they're currently resigned only to creating a radar marker which you can then remake almost immediately if you do it wrong, and not using a limited-use power. If you're not on completely open ground and not aiming at completely open ground, the radar marker "launched" by the binocs has a tendency to slam into the nearest piece of cover instead of the distant point you're aiming at. That would be pretty terrible for parabombs and such.

Reply Good karma+2 votes

oh okay, the only thing that comes in my mind is, that you have a signal flare that can you throw like a c4, but throw in a range like a grenade or so to compensate the weaker effect of the damage (and shorter time to happen).

What comes me in mind is how the spy plane can work. it can be for soviets the same function as the spy has on allies side, it shows the units on the battlefield that the allies has (to be nerf it, except of spies, underground units such like in tunnels, an stolen submarines = only surface units and only 1-2 times per match or a ridicilous price to use it)

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Red Alert: A Path Beyond
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Highest Rated (9 agree) 10/10

i haven't even played it yet, but i still give 10!

Mar 14 2011 by KBraid

Red Alert: A Path Beyond
Red Alert: A Path Beyond First Person Shooter

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