First-Person PvP · 6v6 Online · Arena Modes

Untitled PvP Project

Twelve players, four modes, one arena that does not stay quiet for long.

About the Game

Untitled PvP Project is a first-person arena brawler where quick matches turn into loud little stories: a last-second objective steal, a ridiculous chase across the map, a revenge play nobody in the lobby lets you forget.

Jump into Free-for-All, Team Deathmatch, King of the Hill, or BD, with online lobbies, invites, bot autofill, and end-of-match progression already shaping the flow around fast returns to the action.

The final name, theme, and full arsenal are still staying under wraps, but the shape is clear: compact 6v6 PvP, readable chaos, objective pressure, and a few signature tricks we are not ready to spoil yet.

Project Details

DeveloperSoulPersona Studio
EngineGodot 4.7
GenreFirst-Person PvP · Arena
PlatformPC
Players6v6 · Online
ModesTDM · FFA · KOTH · BD
NetworkingLobbies · Invites · Direct IP
LanguagesEnglish · Romanian
StatusIn Development

Four Ways To Start Trouble

Every match is built to get players moving, clashing, laughing, and making bad decisions under pressure. The rules are easy to read, but the lobby can turn messy fast.

Free-for-All

No teams, no excuses. Everyone is a target, every corner is suspicious, and the scoreboard changes hands the moment someone gets too comfortable.

Team Deathmatch

Two teams fight for control of the arena in compact 6v6 rounds where trades, rescues, and revenge pushes matter more than sitting back and farming numbers.

King of the Hill

The fight moves with the active zone. Hold the hill, break the enemy hold, or arrive at the worst possible second and turn a clean capture into a pileup.

BD

An objective drops into play and suddenly the whole match has a center of gravity. Carry it, protect it, steal it back, or become the reason your team yells in voice chat.


Built For Loud, Readable PvP

The game is tuned around short sessions with quick returns to action, clear silhouettes, obvious objectives, and enough unpredictability to make every round feel like it has one ridiculous story waiting inside it.


An Arsenal You Won't Expect

This is not a military shooter wearing a different coat. The loadout is strange, readable, role-driven, and built for personality: pressure tools, precision picks, panic throws, close-range defenders, and at least one option designed for pure revenge comedy.

The exact theme stays hidden for now, but the arsenal is the heart of the game. Every pick should be useful, funny, and instantly understandable once it hits you.

Matches With A Final Stretch

Rounds do not simply fade out when the timer gets low. The arena shifts as the match pushes toward its final moments, giving every player the same synced sense that the last fight is coming.

When it ends, the lobby can vote for one more short round. Because sometimes the best match is the one everyone knows they probably should not start.


Progression Without Power Creep

Account XP, weapon mastery, daily challenges, medals, and end-of-match rewards are there to give players reasons to return, not to make new players feel late to the party. The goal is more expression, more goals, more post-match bragging - not hidden power.


Under The Hood

Built in Godot 4.7 for PC, the game uses editable data for weapons, modes, challenges, maps, characters, and props, so the arena can keep changing without tearing apart the foundation.

Gallery

Screenshots

Under Wraps

Gameplay media will appear here once the game is ready for a wider reveal.

Highlights

Key Features

12-Player Sessions

Compact PvP designed around readable chaos - small enough that every player matters, loud enough that nobody is safe.

Objective PvP

FFA, TDM, KOTH, and BD give the arena different kinds of chaos: solo fights, team pushes, zone control, and objective steals.

Unconventional Arsenal

Role-driven tools with clear strengths, clear weaknesses, and enough personality to make each loadout feel dangerous in a different way.

A Match With an Arc

Every round pushes toward a synced final stretch, then lets the lobby vote for one more short burst of trouble.

Lobby-Based Online Flow

Hosted matches, invites, direct IP, public match direction, bot autofill, and a living lobby tied directly to the selected map.

Progression, Not Power

Account XP, weapon mastery, daily challenges, and end-match awards for funny and useful plays - with zero pay-to-stomp power creep.