The NoShortcuts Journal

devlog

devlog2026-04-20·7 min read

PEB Alpha: Server-Authoritative Combat

Fire modes, Gunsmith depth, and realistic TTK defined by server-side validation. Commander mode adds two non-combat roles per team who control drones, airstrikes, and resupply. Built in custom C++ on Unreal Engine 5.6.

PEB Alpha: Server-Authoritative Combat

The PEB alpha combat loop is now locked and running on dedicated server builds.

Every shot is validated server-side. The server simulates bullet trajectories, enforces fire-rate ceilings, and rejects out-of-order inputs. This is not client-side hit registration with lag compensation. It is full server authority.

Fire modes are implemented as state machines with server-side cooldown enforcement. Semi, burst, and full-auto each have distinct state transitions that are validated against tick-level timing. Macro users are filtered at the input layer.

The Gunsmith system exposes every attachment property as a discoverable value: exact ADS time delta, recoil pattern overlay, mobility cost. There are no hidden multipliers. Players can reason about their loadouts from the numbers.

TTK targets 3 to 5 shots center-mass depending on caliber and armor class. The goal is that every death feels like the result of being outplayed, not out-RNG'd.

Commander mode adds two dedicated command roles per team. Commanders do not shoot. They see. Drone recon, airstrike call-ins, resupply drops, and comms jamming are all routed through a ruggedized military tablet interface. If the drone is shot down, the screen glitches. If comms are jammed, static fills the display. The UI is the fiction.

All of this is written in custom C++ on Unreal Engine 5.6, compiled through UBT and UHT.

© 2026 NoShortcuts Studio — All rights reserved