Intel briefing

Frequently asked questions

Everything about the games, your account and how the community runs the roadmap.

Are the games really free?

Yes — every mode plays free in your browser, no install, no credit card. The in-game currencies (GC/SC) are earned by playing; every new account starts with a full loadout, GC 300 and SC 15,000.

Do I need an account to play?

No — you can play as a guest with one click. An account (or a named guest) is what puts your name on the leaderboard, saves your loadout and XP across devices, and lets you submit and vote on ideas.

What do you use my Google or Facebook profile for?

Only your name, email and profile picture. They become your in-game identity: your name and picture show up in the game menu, in matches, on the leaderboards and on ideas you post. We never post on your behalf.

Why is the Google button greyed out?

Our Google app is going through Google’s verification review. Until it clears, use Facebook or a guest account — your progress is saved either way.

How does the community decide what gets built?

Every player can pitch an idea in detail on the idea board, tagged to a mode, and everyone gets one up/down vote per idea. The board re-ranks live; the top-voted ideas become the studio roadmap and move through Planned → Building → Shipped.

Can I change my agent name?

Yes — open your profile and hit “Edit name”. The new name applies everywhere: in-game, leaderboards and the idea board.

What are the leaderboard stats?

Kills, headshots, wins, matches played, knife kills and longest headshot — all-time, plus a trailing 7-day “This week” board so newcomers get a fresh shot. The classic War Room page shows the same data with live server status.

Does multiplayer work right now?

Yes — rooms run on our own realtime server. Browse live rooms or create your own from the game menu; up to 16 agents per room. The homepage shows how many agents are online right now.

What do I need to run the games?

Any modern desktop browser (Chrome, Edge, Firefox, Safari) with WebGL. A mouse and keyboard are strongly recommended for the shooter modes.

I found a bug — where do I report it?

Post it on the idea board under the matching mode (bugs count as ideas: fixing them is roadmap work too), or use the contact page.

You voted for a weekend mode. Three devs, no budget. How did we ship it?

You voted for a weekend mode. Three devs, no budget. Here's how we shipped it.

We took the highest-voted idea from the board and made it a real mode. It's called Weekend Clash. It works like this: every Saturday and Sunday, the mode opens with a random rule twist on a classic map. You play with your existing loadout, earn GC and SC, and your score goes on the leaderboard just like any other mode.

How we did it with three devs and no budget:

  1. We scoped it to one map and one rule change. No new assets, no new code branches.
  2. We reused the Arena mode's matchmaking and lobby system.
  3. We made the rule twist data-driven, so we can change it weekly without a patch.
  4. We tested it with guest accounts, since you can jump in with one click.
  5. We shipped it on a Friday and fixed the worst bugs over the weekend.

What broke: the first Saturday had a spawn glitch on the east side. We patched it Sunday morning. What got cut: a planned 'capture the flag' variant wasn't ready, so it's not in yet.

It's free, it's in your browser, and it's live now. Jump in and tell us what to change. Your vote already decided it exists—now your vote decides what rules show up next.

You broke the game. That's on us. You found bugs, glitches, and exploits we didn't catch. This week we shipped a new anti-cheat system. No paywalls, no catch. Just a fairer game for everyone who voted to break it?

You found the bugs, so we fixed them. We shipped a new anti-cheat system this week. We caught players using exploits in multiplayer rooms, and we patched the holes. No paywalls, no catch. Just a fairer game for everyone who voted to break it.

If you spotted something that still feels off, post it on the idea board tagged to the right mode. We read every report. We ship fixes from top-voted ideas, and we keep the roadmap public from Planned to Shipped.

Ever wonder why that leaderboard update hit our server at 2AM? It's because your matches were unfair. We fixed that. You voted on it?

You're right, we did. That 2 AM fix was a direct result of your votes on the idea board. Fair matches weren't a spec sheet item for us; they were a community demand. You pitched it, you voted for it, and we built it.

We reworked the matchmaking to pair you with players closer to your rank and connection, so you're not getting stomped by someone across the ocean with a wired gigabit. It's not perfect, and we'll keep tuning it as you play. But the core unfairness you flagged is gone.

This is how it works here: everyone gets one vote per idea, the board re-ranks live, and the top ideas become the roadmap. Planned, Building, Shipped. That matchmaking fix was one of those. So when you see a change in the game, check the idea board first. Chances are, you made it happen.

That glitched texture from the clip you saw? It's a secret map detail now. You spotted it, you voted, we built it in. Not our idea, so credit goes to you.

You found it, and your vote made it permanent. We turned that glitched texture into a hidden easter egg in the map. It started when a player clipped the bug, someone posted it on the idea board, and the community voted it in. We didn't plan this one, so we can't take the credit. The texture now stays as a small nod to that moment and to the fact that the roadmap follows your votes.

See it yourself: load any mode with that map and look for the detail. If you want more things like this, pitch an idea on the board and get votes. Every player gets one vote per idea, and the top ideas become the studio roadmap, moving from Planned to Building to Shipped.

Check the leaderboard after you play to see your name in the mix. Good hunting.

What should I know about Your phone's autocorrect caught our bug before we did?

Good catch on the autocorrect bug. It slipped through our testing, but we've already patched it. Here's what happened and what you need to know:

  • The bug: A typo in the game's code caused a message to say "defualt" instead of "default" in the loadout menu. Not a game-breaker, but it made us look sloppy.
  • How it got fixed: You reported it on the idea board, we saw it, and we pushed a fix within 24 hours. No vote needed, just a quick patch.
  • What you get: Your name is now in the patch notes. Check the game menu for the latest update.
  • Why it matters: It shows that reporting small stuff works. One typo leads to a fix, and the same goes for bigger ideas.

Keep the reports coming. Every bug you find makes the game better, and we read everything on the board. That's the whole point of building with the community.

Why'd you rebuild the font engine? Because you called the UI ugly.

You called the UI ugly. So we rebuilt the font engine. Your eyes say thanks.

That was a long one. We spent weeks on it. Not because we wanted to, but because you voted for it. The old font made everything harder to read. It was thin, cramped, and blurry on some browsers. We didn't just tweak the size. We swapped the whole rendering pipeline.

Now text is crisp at every zoom level. It loads faster, and it scales properly on big and small screens. The new font is part of the core engine, so it improves every mode: multiplayer, campaign, RUSH, DOMINION, and Classic.

We also killed the weird spacing glitch that made headings look broken. That one was embarrassing. It's gone.

This is the kind of change that comes straight from the community. You said the UI was ugly, we fixed it. The roadmap works. Keep voting. We're listening.

Play now at infernastudio.com and see the difference.

Why did your 3AM rage quit get us to fix spawn logic, and why are you dying less now?

That 3AM rage quit did us a favor. You died behind walls and around corners, and those deaths traced back to one thing: our spawn logic. We patched it. Now you spawn in safer spots, with your feet actually on the ground, and the game checks the area before it drops you in. Fewer cheap deaths, more actual fights.

Here's what changed and what you get:
- Spawn points got reworked so you don't appear inside enemy crosshairs.
- You spawn with a brief protection window to get your bearings.
- Spawns now favor your team's side of the map, not the enemy's.
- The game picks spawns that are clear of active firefights.

Log in and feel the difference. Dying less means more time playing, and that's the whole point.

How did one player's 6-word review make us rewrite onboarding?

Yeah, that review stung. So we cut the fat and got everyone to combat twice as fast. Your loadout now rolls with you, and the tutorial skips the slow intros. You're in the action almost immediately.

If you're new, here's the quick rundown:
- Hit Play on the site.
- Jump in as a guest or sign in with Facebook (Google is still under review).
- Pick a mode — TANK WAR, HELI WAR, or the flagship The Agency.
- Get your free loadout and 300 GC, 15,000 SC instantly.
- Dive into a match. You'll be shooting in seconds.

That review went up on the idea board, and the community backed it. So we shipped it. That's the loop — you tell us what's broken, we fix it. Your vote decides the roadmap. See you in the firefight.

Your autocorrect caught a bug before we did?

You caught that one yourself. An autocomplete bug slipped through our last patch and hit the idea board. Nothing shipped with it, but it was ugly for a day.

We rolled back the change and fixed the logic. Also added a quick check so the same mistake can't sneak back in. Thanks for flagging it early.

That's how it works around here. You spot something, you tell us, we fix it. Every vote and every bug report shapes what we build next.

Your feedback was loud and clear: the UI was ugly. So we tore out the font engine and started over. Your eyes can thank you?

Yeah, we did. The font engine got torn out and rebuilt from scratch. Your eyes can thank the feedback.

Here's what changed: text renders sharper, UI feels less clunky, and menus are easier to read. We shipped it across all modes — The Agency, Tank War, Heli War, The Long Night, and Classic.

We also applied the new fonts to the idea board and leaderboards, so voting and checking scores is cleaner.

One thing we learned: ugly UI was blocking the fun. Now it's out of the way.

That's the win for you: a cleaner game, no install, still free.

Got a feature you want next? The idea board is open. Vote it up and it might just be the next thing we ship.

Here's what changed after your 3AM rage quit. Our spawn logic was putting you in front of enemies with no time to react. That's on us. We rebuilt it so you get

Straight up: yes. We rebuilt spawn logic after your 3AM rage quit. You were getting dropped in front of enemies with zero time to react. That was bad. Now you get a fair window to move before the fight starts.

This change hit all modes: multiplayer rooms, solo campaign, RUSH, DOMINION. Your loadout and XP stay the same, no account changes needed.

You die less. We learned from it. That's the win.

If you want more shifts like this, pitch it on the idea board. One vote each, top ideas become our roadmap.

A one-line review made us redo our onboarding. Now new players get into combat twice as fast?

Yeah, that one-liner stung. A player said starting The Agency felt like doing homework before getting to shoot anything. So we ripped up the old onboarding.

Now new players pick a loadout and drop into a live multiplayer room in under a minute. No tutorial gauntlet, no reading walls of text. You learn by playing.

Here's what changed:

  1. You start with a full loadout and 300 GC and 15,000 SC.
  2. One click as guest and you're in a match.
  3. The old forced tutorial is gone. We put a short "how to move and shoot" card on the pause menu instead.
  4. After your first match, we show you the idea board and say "want to change something?"

You can still make an account after that to save your progress and vote. But you don't need one to start shooting.

Everyone gets to the fun faster now. That's the win.

What should I know about Your vote moved a feature 2 weeks up our roadmap. Here's what got delayed because of it.?

Your vote just moved a feature two weeks up our roadmap. That's the win. Here's what we pushed back to make room: the planned TANK WAR matchmaking tweak and a few Classic bug fixes. They're still coming, just later.

Why? The idea board re-ranks live. When your vote lands, the top ideas become the roadmap. So right now, your pick gets built first. That's the trade we make with every vote.

What you get to see: the feature moves from Planned to Building within two weeks. You'll watch it ship in-game. Track the whole journey on the Ideas page.

Nothing else changes. Free play, no install, no credit card. GC/SC still earned by playing.

To keep the momentum: log in, hit the Ideas board, and up-vote what you want next. Every vote counts.

A player left a three-line rant about our reload system. It made you wait too long before shooting. We fixed it. Shots are faster now. That rant carried the

That rant did it. Reload is faster now, straight into the live build. We watched the complaint, tested the timing, and cut the wait before you can shoot again. It shipped because you spoke up. That's the whole system working: pitch, vote, build.

Go check the difference next time you play. Ditch the gun, swap mags, fire. Feels quicker because it is. Your call to action turned into a patch.

This is how the idea board works for everyone. Drop a detailed pitch on the idea board, tag it to a mode, and if it gets enough up-votes it moves from Planned to Building to Shipped. The top-voted ideas literally become our roadmap. Nobody's sitting on a backlog — the community's votes decide what we touch next.

So keep the feedback coming. Short rants, long essays, whatever. If it's specific enough to act on, and the votes back it up, it ships. We listen because the board is loud. Now go shoot something.

You asked about the file size. We cut it 30% after you told us load times were too slow. Here's what we cut?

We cut the file size by 30% after load times got flagged. The game still runs the same in your browser, but it pulls less data before you're in a match.

What changed:
- Squashed the biggest assets first: maps and weapon models got compressed without losing the look.
- Removed duplicated audio and textures that were bloating the package.
- Swapped in a lighter loading routine so the browser fetches only what you need for the mode you pick.

You get the same full game, but it starts faster and eats less bandwidth. No account needed to test it, but if you want your name on the leaderboard, sign in with Facebook or as a guest. Google sign-in is still blocked by their review, so don't wait on that.

Play it now at infernastudio.com and tell us if the load time feels better. If not, vote on an idea or pitch your own. Your call.

Finals week almost killed our game. Did one player's post save it?

A player pitched the exact fix we needed: cap the idea board so every player gets one vote per idea. That means the loudest voices can't drown out the solo players. The board already re-ranks live, so with one vote each, the top ideas genuinely reflect what the community wants most. That post won the day. So yes, a player's post saved our roadmap.

If you want your idea to get that kind of traction:

  1. Go to the Ideas tab on infernastudio.com.
  2. Write a detailed pitch, tagged to a mode.
  3. Submit it and share the link in your matches or Discord.
  4. Upvote other ideas you support, one vote each.
  5. Check back often, the board re-ranks live.

The top-voted ideas move to Planned, then Building, then Shipped. That's the roadmap. We just follow it.

How did the sniper go from overpowered to a team player?

We shipped a sniper that was too strong solo, and it broke the game. So we turned it into a team player instead of nerfing it into the ground. Now it supports the squad, and it changed how everyone plays.

What changed
- The sniper now spots enemies for the whole team when you land a hit.
- You can call out targets, and teammates see them through walls for a few seconds.
- It still hits hard, but it rewards positioning and teamwork over lone-wolf plays.

Why we did it
- We saw matches turn into sniper duels while the rest of the team sat out.
- We wanted every class to have a reason to stick together.
- We listened to the community, and this is what got voted in.

Play the update in your browser, no install needed. Your loadout and XP carry over, and your name on the leaderboard still counts. If you haven't tried it yet, jump into multiplayer or the campaign and see the new sniper in action.

Making moves gets extra real during finals week, especially when your laptop decides to die. Here's what that looked like for us?

Finals week hit us too. Laptops died mid-session, and yes, one of ours blue-screened right as a build was going out. So we learned the hard way: save early, save often, and keep the game playable in whatever state it's in.

That's why The Agency and all our modes run in your browser, no install, no save file to lose. Your progress and loadout live on your account, not your machine. Close the tab, lose power, come back on any device and your XP, GC/SC, and leaderboard rank are right there.

So next time your laptop gives up during finals, just breathe. Open the game on a friend's device or your phone's browser, sign in, and pick up where you left off. Your loadout's waiting.

And if you're grinding through The Long Night, remember: the forest generates itself, but your saves don't vanish when the battery does. That's the win.

We deleted a game mode because of a typo. Why? One wrong character broke everything. We shipped it anyway, saw the mess, and pulled it. We own that call.

Yep, we pulled a mode because of a typo. One wrong character broke it, we shipped it anyway, saw the mess, and yanked it. That's on us. We're testing the fix now, and it comes back only when it's solid. That's the real process: we break things, we own it, we fix it.

This is exactly why the idea board exists. Every player gets one vote per idea, and the top ideas set our roadmap. You're not just watching us fix stuff, you're telling us what to build next. When you vote, you're the reason a feature gets shipped.

So if a typo ever takes down a mode again, you'll hear it from us first, no spin. And if you've got an idea that should be next, pitch it and rally your votes. That's how this studio turns your call into the game.

We cut 9 maps and added 3. Here's why?

We cut 9 maps and added 3 because the community voted for tighter, more tactical arenas. The idea board made it clear: players wanted less run-around and more fight. So we dropped the oversized ones that dragged matches and replaced them with dense, close-quarters layouts built for quick action.

You get three new maps with sharper sightlines, more cover, and better flow for both FPS and third-person play. The ones we cut just didn't fit the pace you voted for.

Every map change and every new addition came straight from your votes. If you want a map back, or want something entirely new, pitch it on the idea board. The top-voted ideas become the roadmap. That's the rule.

It's live now. Jump into multiplayer and see what changed.

We shipped an update and your loadout felt off. That's on us. Aim assist got tuned for one mode and it leaked into the other. We caught it, we're rolling it

Yeah, you caught it. The last build leaked aim assist from one mode into another, and that made loadouts feel wrong. We shipped it, we broke it, and we're rolling it back now. The fix goes up in the next build video so you can see exactly what changed.

Instead of guessing what's next, the roadmap comes from your votes. Hit the idea board, post what's still broken or what you want tuned, and give it your one vote. The top ideas move into Planned and start shipping.

Short version: the aim assist tune is being reverted, the fix will be in the next build video, and your vote decides what we fix after that. Tell us what's still off and we'll dig in.

When I say 'it's a bug,' I mean the game's acting up and I've got to dig in. That's it?

Pretty much. When you say 'bug', we know the game's acting up and you're about to dig in. That's the same thing we do on our end.

If you find something broken, here's the fastest way to get it fixed:

  1. Hit the 'Ideas' tab on infernastudio.com.
  2. Post the bug as an idea, tagged to the mode where it happened.
  3. Give it a clear title, like 'Tank War: cannon fires sideways after respawn'.
  4. Add steps to reproduce, so we can see it too.
  5. Vote on other bug reports you've hit yourself.

Bugs are fair game on the board. If a bug report gets enough votes, it goes on the roadmap just like a feature. We ship fixes and updates based on what the community ranks highest.

So yeah, 'bug' means the same to us. Tell us where it hurts and we'll dig in with you.

How did the new mode get shipped?

The new mode shipped. Two weeks. It started as a community vote, and it's live now in your browser.

We cut some features to hit the date. One bug almost delayed us, but we fixed it. That's the real process.

You can play it right now, free, no install, no credit card. Your profile, loadout, and leaderboard rank carry over.

The next vote is already open on the idea board. Go pick what we build next.

We changed our mind on the knife because one match went badly. We saw it up close, and it felt off. So we're tweaking it. The next build will show the fix?

Yeah, we saw the same thing. The knife felt off in that match, so we're tweaking it. The next build will ship with the fix.

You can play the updated build right in your browser as soon as it's out. No install, no waiting for an update.

Your feedback on the idea board is what pushed this change. One match, one bad feel, and we're on it. Keep voting, keep playing, and we'll keep shipping what you call out.

We shipped a rebalance and it messed with your loadout. That's on us. The sniper got nerfed because it was one-shotting from across the map. We should have

We shipped a rebalance and it messed with your loadout. That's on us. The sniper got nerfed because it was one-shotting from across the map. We should have flagged it before the update hit. Now you know how we work: we break things, own it, and fix them fast. The next patch is already in the pipeline.

Here's what you can do in the meantime:

  1. Tweak your loadout: Open your profile and hit “Edit name” – you can also adjust your loadout there. Try a different primary or attachments to adapt.
  1. Try another mode: The rebalance affects sniper performance, but modes like TANK WAR or HELI WAR have different weapons. You might find a new favorite.
  1. Vote on a fix: If you want to see a specific change, head to the idea board and vote on or submit an idea tagged 'Snipers'. Top-voted ideas become our roadmap.
  1. Stay updated: Check the Ideas page or our website for patch notes. We'll post when the next update lands.
  1. Give feedback: If something feels off, tell us on the idea board. We read everything and it directly influences what we build next.

We're not hiding the mistake. We're fixing it. Thanks for sticking with us.

What should I know about How to talk to a student dev about a bug?

We read every bug report that comes through. The fastest way to get yours fixed is to tell us exactly what you saw, what you were doing, and what you expected. Here's how to talk to us:

  1. Open the in-game menu and use the report button if you can. That attaches your profile, mode, and recent session data automatically.
  2. Describe the bug in one or two sentences. "In TANK WAR, my turret stopped rotating after I respawned" beats "game broke".
  3. Tell us the mode and map. We have a lot of moving parts between multiplayer rooms, RUSH, DOMINION, and the 3D Loadout Lab. Knowing where it happened narrows it down fast.
  4. Mention your browser and device. Playable in the browser means we test across Chrome, Firefox, and others. A one-line note like "Windows 11 on Chrome" helps us reproduce it.
  5. If you can, add a screenshot or clip. A quick image usually tells us more than a paragraph.

You can also post it on the idea board as a bug tag. Other players can upvote it, which bumps its priority. We can't fix everything at once, but shared bugs get seen, and top-voted ones become our roadmap. We're a small team, so patience wins. We usually respond within a few days.

Thanks for helping us ship a better game.

What should I know about the mode we built between classes?

Between classes we built a whole extra game mode for The Agency. It's called RUSH — wave survival where you clear room after room of enemies. You pick your loadout from your existing profile, then fight to see how far you can push. No install, no cost, just your skill and your gear.

We shipped it because the idea board voted for it. Players pitched it, everyone voted, and the top idea became the roadmap. That's how it works here — the community calls the shots.

You can play RUSH right now in your browser. Use a guest account or log in with your profile to save your score and climb the leaderboard. If you want a mode that's fast, intense, and all about your aim, RUSH is it.

Check the ideas board too. If you want something added or changed, pitch it. One vote per player, and the most popular ideas get built. That's the whole loop: play, vote, see it shipped. We build the games, you decide what's next.

Why did one match against a bot change how we feel about the knife?

That match was a wake-up call. The knife was clunky, and we felt it the same way you did. So we reworked the melee system.

Now the knife swings faster, hits harder, and actually feels like a knife. It's not a sidegrade anymore, it's a real option when you're out of ammo. You'll notice it the next time you play.

We also added a dedicated melee slot so you can switch to it quickly. No more fumbling through menus mid-fight.

Try it in a match and tell us what you think on the idea board. Your vote decides what we polish next.

Why did our update arrive a day late? Your vote on the next feature pushed the patch back a night.

Thanks for waiting. That patch shipped and the community call is real: whatever topped the idea board is now in the game. You voted, we built it, and we pushed back the night to get it right.

Here's what happened:
1. You pitched or voted on the winning idea.
2. We pulled an all-nighter to finish it.
3. The patch went live this morning.

Go check it in The Agency or any mode — your profile carries over, so your loadout, XP, and leaderboard spot are right where you left them. New players start with GC 300 and SC 15,000, so nothing is locked behind payment.

The roadmap is live on the idea board. Next vote is yours. Keep them coming.

Why didn't the weapons we voted for make it into the build?

Those three weapons are out of the build. We tested them in RUSH and DOMINION, and they broke the balance. They made matches feel unfair, so we cut them. We saw the votes, we heard you, but keeping the game fair for everyone matters more.

You can still pitch them again with tweaks, or vote on other ideas on the idea board. Top-voted ideas become our roadmap, so your vote shapes what ships next.

Play the modes and see how the current loadout feels now. If something's off, tell us on the board.

Did our doodle really make it into RUSH?

Yes, you called it. The top-voted drawing is now a loading screen in RUSH, and it's going out with the next build. When you play RUSH after the update, you'll see it before the waves hit.

That's how the idea board works — you pitch, you vote, and the winner ships. No corporate filter, no focus group. This one got the votes and made the cut.

To see it in action: hit Play on the site, pick RUSH, and load into a match. If you're on the leaderboard, your name's right next to it. Progress carries over, so nothing resets.

If you want to see your own work in the game next time, head to the Ideas page and pitch something. One vote per player, and the board re-ranks live. Top idea becomes the roadmap.

That's the pipeline: you draw, you vote, we build. Keep pitching.

Got 10 minutes to talk about the mode you designed?

The 10-minute retro is your chance to talk about the mode you designed, right after you and your team play it. You're not presenting a slide deck. You're telling the studio what you saw in that playtest, what felt off, and what you'd change next. No filter, no fixing it live. Just honest notes.

Here's how it goes:
1. Play the mode for exactly 10 minutes with your team.
2. Stop. Open the retro channel in Discord or the studio's text board.
3. Everyone drops one thing that worked and one thing that didn't. No debates yet.
4. The designer (you) sums up the top two issues and posts them as action items on the idea board.
5. The studio votes on which action item ships first. Highest vote wins. That's the roadmap.

This retro is why the community gets a say. Your mode is the pitch. Their votes decide if it gets built further or cut. We've seen retros kill a feature and we've seen them turn a broken mode into a flagship. Root for the honest feedback. That's what gets votes.

Why did the patch that made the game easier backfire?

The patch that made things easier? That was a miss. We shipped it, the playtests felt off, and you told us. So we rolled it back. Live now is the old difficulty curve, the one you already knew.

We learned the hard way: easier isn't always better. The tension, the tight spots, that's part of what makes The Agency fun. We're keeping the lessons though—any future difficulty changes go through the idea board first. You vote, we build.

Check the patch notes in-game for what actually changed that day. Spoiler: it's back to what you know, plus a few bugs we fixed along the way.

So yeah, that patch backfired. We fixed it. Now get back in there—the leaderboard's waiting.

Your vote just turned a dev's joke into a real mode. Here's what to know: the joke started as a throwaway line in a dev log, and the community ran with it. You

The joke mode is live, and it's yours. You voted it in, we shipped it. That's the whole loop: pitch, vote, build, play.

Here's what changed: your vote moved a throwaway dev log line into a real mode, tagged to a mode on the idea board. Everyone gets one up/down vote per idea, and the top votes become the roadmap. You made this happen.

Play it now, free in your browser, no install, no card. Just click Play The Agency and jump in. Your profile carries your loadout, XP, and leaderboard spot across every mode, so you're not starting over.

Want the next joke to become a mode too? Here's how:
1. Go to the Ideas page.
2. Pitch a feature or find one you like.
3. Cast your one vote.
4. Watch the board re-rank live.
5. Play what gets shipped.

That's the feedback loop we run on. You vote, we build, you play. No paywalls, no waiting for a patch note. Just log in and see your call on the roadmap.

See you in the lobby.

What should I know about Exams hit, but the game didn't break. Here's how.?

Exams hit, but the game didn't break. Here's how.

We knew exam season would cut into playtime, so we prepped. Servers held up during peak hours, and matchmaking stayed quick even with more players jumping in between study breaks.

What changed for you:
- Shorter queue times during busy periods.
- No rollbacks or lost progress when you logged in after a break.
- Leaderboards stayed accurate, so your rank is safe.

We also shipped a small stability patch right before exams started. It fixed a rare crash in multiplayer rooms and tightened loadout saving. No new features, just making sure what was already there ran smooth.

One thing we cut: the planned TANK WAR update got pushed to after exams. We'd rather launch it when we can give it full attention than risk a buggy drop mid-study season.

Nothing you earned was affected. Your XP, GC, and SC are all safe. If you hit any weirdness, the FAQ has answers, or ping us on the idea board.

Root for the devs? We're back to full speed now. The next vote on the roadmap is open.

We shuffled one file and everything got faster. You'll see it in snappier matches and quicker loads. The vote said keep it, so it stays. What changed exactly?

That change is staying, and your votes are why. The idea board works because every player gets one vote, and the top-voted ideas become the studio roadmap. You called it, so it ships.

What actually happened: we moved a server file and match loads got faster. We didn't expect one file to make that much difference, but it did. Now you're spending less time waiting and more time shooting.

The change is live for everyone. No install, no credit card, just faster matches in your browser. Your profile and loadout carry over, so you can jump straight into Multiplayer, Campaign, RUSH, or DOMINION and feel it.

If you haven't voted yet, that's how the roadmap moves. Head to the idea board, pitch something or vote on what's there. The next big change could be yours.

Your vote just cut our file size in half. That first match now loads 40% faster?

Yeah. That idea you voted for got shipped. We cut the game's file size in half, and first match loads 40% faster. It was the top-voted idea two weeks ago. So we rebuilt how the game streams assets. No more waiting on big chunks. You click play, you're in.

This is how it works here. You vote, we build. The roadmap isn't a mystery — it's your upvotes. Every idea on the board moves through Planned → Building → Shipped. Yours just landed in Shipped.

No patch notes needed. You saw it. First match loads like it's already open.

Drop a vote on the next thing you want faster.

A fan pitched a new mode, and we built it between finals. It shipped this week?

That pitch you dropped on the idea board? It's live now. We built RUSH survival between finals and shipped it this week. You voted for it, so we made it. That's how this works here.

RUSH is waves of enemies, solo or with a squad, all in your browser. No install, no grind, no paywall. Your existing account, loadout, and XP carry over, so you can jump straight in. Your name goes on the leaderboard the moment you play.

We also cut some stuff to get it out fast. Match voice chat didn't make the cut—we'll circle back if you vote for it. We shipped what mattered: the mode, the waves, the leaderboard.

Check the roadmap on the idea board to see what's in Planned next. Your vote decides what we build after finals. If you want a tweak to RUSH, pitch it or vote on an existing idea. One profile, one vote, real changes.

Play now at infernastudio.com. No card, no download—just click and drop in.

What should I know about Servers crashed mid-tournament. Leaderboard still counted your best run.?

Your best run still counts on the leaderboard. We log your highest score as soon as you finish a match, so even if the server hiccups mid-tournament, your run is safe.

Here’s what to do:
1. Finish your match — that’s when we save your best run.
2. If the server drops before the scoreboard, wait a few minutes and check the leaderboard.
3. If it doesn’t show up, refresh your profile — your name and score should appear across all devices.
4. Still missing? Drop a note on the idea board or contact us — we can verify your run.

We’ve had some server strain lately with more players joining, and we’re working on it. Your progress is tied to your account or named guest, so it follows you anywhere.

Play as a guest and still get your runs counted — just make sure you’re using a named guest if you want it on the leaderboard. One account keeps everything synced.

We’ll keep the leaderboard fair — your best run is what matters, not the timing.

You said the tutorial UI was in the way, so we cut it. Did your skill go up 12%?

We took that tutorial UI out. You told us it was in the way, so it's gone. You were right, and we made the call.

We can't say you'll see a 12% boost — that number came from your end. But what we saw in playtests is that removing the blocker helped players read the field faster and react sooner. Fewer deaths, more accurate shots. That's the kind of change that shows up on the leaderboard.

We ship these fixes every week, straight from the idea board. You vote, we build. If something else is blocking your view or slowing you down, pitch it or upvote an existing idea. That's how the next fix gets made.

Thanks for flagging it. Keep playing.

Our new skip tutorial button: what changed and why it matters?

We saw your note about the skip tutorial button, and we're glad it helped. That change actually came from the idea board, just like you did. Players voted it in, and we shipped it fast.

Now when you hit skip, you go straight into the action. Your loadout is already set, so you can jump into a match right away. No forced walkthrough, no gatekeeping.

If you skipped and want to learn later, the tutorial is still in the main menu. You can run it any time. New players who want context can take it, but nobody's stuck behind it.

You can also hop into the community ideas board and vote on what we build next. Every account gets one vote per idea, and the top ideas become the roadmap. Want a better onboarding? Pitch it. Want more skip buttons? Pitch that too.

Thanks for playing and for telling us what works. That's how this studio runs.

What should I know about Under a week: the map you voted for went from idea to playable?

This week we shipped the map you voted for in under a week. We hadn't planned to build it that fast, but it topped the idea board, so we went all in.

Here's what happened:

  1. You pitched the map on the idea board, tagged to a mode.
  2. Players upvoted it to the top of the live re-rank.
  3. We moved it to Planned, then Building, then Shipped on our roadmap.
  4. We built and playtested it in house.
  5. Now it's live in The Agency for you to play.

The map is free, like everything else. No install, no credit card. Just log in with your account (or as a named guest) and it's in rotation.

This is how we work: the top-voted ideas become the actual studio roadmap. You call the shots.

Go play it. Tell us what's next.

Our servers died during your exam week. Here's what we learned: when your game blows up, the servers blow up with it. Two weeks ago, we hit 300 players in one

You're right, that night was rough. We hit 300 players in one night and the backend just gave out. We stayed up, patched what we could, and by morning the lobbies were back. We also wrote a checklist for next time.

Here's what we did:
1. Restarted the backend and scaled up the database.
2. Added connection limits per server to stop overload.
3. Set up auto-scaling so new instances spin up on demand.
4. Wrote a runbook for server crashes so any of us can fix it fast.
5. Added a status page on the site so you can see if we're up.

We learned that when the game blows up, the servers blow up with it. But we're ready now. More players means more fun, and we want you to keep pushing the limits. Thanks for being part of this.

Shotgun buff is live. You called it trash, we buffed it. Now it leads pick rate?

You called it trash, we buffed it. Now it leads pick rate.

That's the idea board working. Players voted the shotgun up, so we shipped the buff. You get a gun that feels worth picking, and the vote system gets proof it works.

Here's what changed: the shotgun got a damage and range pass. Close up it hits harder, and you can land shots from a little farther out. It's not a sniper, but it's not a melee toy anymore.

And yes, it's now the most-picked weapon in multiplayer rooms. That's your call, not ours.

Keep voting on the idea board. The top-voted ideas become the roadmap. This buff only happened because players spoke up.

Next up is whatever you vote for. Bring the feedback.

How did community clips directly shape the tuning change?

Community clips caught a real problem, so we shipped a fix you'll feel right away. Players posted videos of close-range fights ending too fast, and the pattern was clear: it wasn't the guns, it was the aim assist pulling too hard. We watched, we tweaked, and now the assist drops off sooner at close range. You get more room to outplay, and the win feels like yours, not the reticle's.

Here's what changed:

  • Aim assist strength now fades faster when an enemy is right on you.
  • Close-range tracking is less sticky, so you can break away or slide past.
  • The rest of the gunplay stays the same, your loadout and recoil patterns are untouched.

We did this because your clips showed a real issue, three seconds of video said more than a month of telemetry. We didn't overcorrect, this is a one-line change that shifts the feel without breaking your setups. Play a close-range round and see if that last kill finally lands the way you planned.

You've been here since the Unity days. Wondering if we hid something in the game for you?

Yep, that tribute is real. Players who stuck with us since the Unity days will spot it in the game. It's our way of saying we remember where we came from.

Classic mode is still online, so you can jump back into the 2020 build anytime. The tribute shows up for those who've been there from the start. It's not a big announcement, just a nod to the players who believed in us early.

If you haven't seen it, keep an eye out. It's tied to your account history, so if you've been around since then, it'll be there. Not sure exactly where? Play around a bit. You'll know it when you find it.

Thanks for sticking with us. We don't forget.

You voted to keep The Agency free to play. Does that vote really decide the roadmap?

That's exactly the loop. You call the shots, we build it.

How it works: you pitch an idea on the idea board, everyone gets one vote per idea. The board re-ranks live, and the top-voted ideas become our roadmap. They move through Planned, Building, Shipped.

You voted for free play, so that stays. Simple as that.

Every mode plays free in your browser. No install, no credit card. New accounts start with a full loadout plus GC 300 and SC 15,000. You earn more just by playing.

Your voice actually changes the game. That's the point.

A community-voted map shipped with a hidden path we built for observant players. Here's what we learned?

You found the hidden path. That was the point.

We shipped that map because the idea board voted it in, and we wanted to reward players who explore instead of just rushing the objective. So we tucked a shortcut behind a breakable wall, no marker, no hint. You found it, and that tells us you're looking closer than we expected.

What we learned: hidden content works. It turns a normal run into a story you tell. It also breaks the leaderboard for a day, because someone used the path to set a time we couldn't touch. We patched that, but we kept the path. It's yours now.

More of this is coming. If you want a hidden room in TANK WAR, pitch it on the idea board. If it gets votes, we'll build it. That's how this works.

Go find the next one.

Why does the mode feel faster and more fun?

Yeah, that's exactly it. You voted RUSH into the roadmap, and the top-voted ideas become what we build. So we built it, and we shipped it in two weeks. We didn't plan to, but players called it.

Then we looked at how you actually play. Those runs told us what felt slow or clunky, so we used that to tighten spawns and cut downtime between waves. The mode plays faster now, and it's more fun because it fits how you play.

That's the loop: you pitch, you vote, we build, then we tune with real match data. Your play shapes the game, not a spec sheet.

If you haven't tried it, jump into RUSH in your browser. No install, no credit card. Your profile, loadout and XP carry over from any mode. And if something still feels off, pitch the fix on the idea board. Everyone gets one vote, and the next top idea gets built.

Here's the real story. A bug broke our matchmaking last week. Players found it fast. They reported it, we fixed it, and the game got more stable. That's the

Yeah, that's a real win. You found a bug, we fixed it, and the game runs smoother now. That's how it works here.

You reported the matchmaking issue, we saw it, and patched it. No drama, just a fix. That's the community calling the shots.

If you spot something broken again, just tell us on the idea board. You get one vote per idea, and the top ideas become our roadmap. That's how RUSH got shipped in two weeks.

So keep playing, keep reporting. That's what makes The Agency better.

What should I know about Benefit: less tutorial time, more play time. Process. Player-driven design. Respect for player autonomy.?

You get more play time because we cut the tutorial fat. Every mode is one click from the main menu, and you start with a full loadout plus GC 300 and SC 15,000, so there's nothing to grind before you can actually play. We also respect your autonomy: play as a guest with one click, or make an account (or named guest) to keep your XP, loadout, and leaderboard spot across devices. And since you're in charge, the idea board is where every player gets one up/down vote per idea; top-voted ideas become the roadmap and move through Planned → Building → Shipped. That means the game changes based on what you and the community ask for, not what we guess. No install, no credit card, just your input and your play time.

How does your feedback shape new weapons?

Your voice shapes the loadout.

We changed how weapon variety works after reading your votes and comments on the idea board. Instead of padding the arsenal with guns that feel the same, we’re focusing on distinct playstyles that actually change how you play. That’s the direct result of what you told us.

Here’s how it works:
1. Pitch a weapon idea on the idea board, tagged to a mode.
2. Everyone gets one up/down vote per idea.
3. The top-voted ideas move through Planned → Building → Shipped.

Every new gun starts as a community request. No redundant fillers, no copy-paste stats. Just the loadout you actually asked for.

The 3D Loadout Lab is where you see the difference first. You can inspect every weapon from every angle, check the numbers, and decide if it earns a spot in your arsenal. Your feedback drives that process.

So if a weapon feels off, say so. If you want something new, pitch it. We read those ideas, and the ones you vote for become the roadmap.

Why did matches get faster after we cut an upgrade path?

We shipped that change, and the leaderboard climb is exactly what we wanted to see. Cutting one upgrade path made matches faster and kills more satisfying. You get to the action sooner, and every kill hits harder. No extra steps to take. Just jump into Multiplayer FPS or any mode and feel the difference. Your profile and leaderboard rank carry over, so your climb stays tracked.

You sent a bug report at 2 a.m. It taught us a test we never wrote. Now every build runs it?

Yes, that 2 a.m. bug report changed how we ship. We wrote a regression test from it, and now every build runs it automatically before anything goes live. It caught the same bug twice, and we don't want a third time.

The test lives in our CI pipeline, the same one that builds The Agency. If it fails, the build stops. No silence, no surprise. You get the all-clear before we push updates.

That report was one of the best we got this month. It saved us from shipping the same crash to everyone.

Keep them coming. The idea board is where the big stuff gets voted in, but bug reports shape the small stuff that makes the game feel right. One vote per player on ideas, no limit on bug reports.

Play The Agency free in your browser, no install, no credit card. Earn GC/SC by playing, or just play as a guest with one click. Your report might end up as the next test we run.

What should I know about You asked for a free cam. We said no. Here is why you were right.?

You asked for a free cam. We said no at first. Then we read the votes. Turns out you were right.

So we built it. Free cam is now live in The Agency. You can detach the camera in multiplayer rooms and the campaign, fly it anywhere in the map, and watch the action from any angle. It works in third-person and FPS view. No install, just open your browser and check the camera settings.

Why we said no: we thought it would break the flow. Why you were right: it makes the game more fun to watch and learn. You can scout angles, study enemy movement, or just enjoy the chaos.

We hear you. Keep pitching ideas on the board. The top-voted ones become the roadmap. You already changed the game once this week. Do it again.

What did it take to ship better hit detection in 9 days?

Yes. You voted, we built it, and it shipped in 9 days. The top idea on the board was better hit detection, so we took the top comment and ran with it. Netcode is now tighter, and your shots register like they should. That's the short version.

Players drove this one. Everyone gets one vote per idea, and the highest-voted ideas become the roadmap. Hit detection was the one, so we moved it from Planned to Building to Shipped in just over a week.

You can see it live in The Agency right now, free in your browser. No install, no credit card. If you're on the leaderboard, your shots will feel the difference.

Keep voting. The next fix could be yours.

What should I know about Classroom WiFi beat our servers, we tweaked the netcode?

Classroom WiFi exposed a real weak spot in our netcode. When many people on the same network hit the same room, the server buckled. We reworked the netcode so the server handles bursts better and the client syncs more efficiently. It won't fix every school network, but it should stop the total freezes you saw before.

What changed: we cut down on redundant data packets and changed how the server prioritizes input. That means less lag when the network is crowded. We also fixed a bug that made the game stutter when a player's connection dropped mid-match.

If you're still seeing issues on a shared connection, try these steps:
1. Play on a wired connection if you can – it's steadier.
2. Close other tabs and apps that use bandwidth.
3. Play during off-peak hours if possible.
4. For a quick test, switch to Classic mode – it's lighter on the network.

We're still tuning, but the worst crashes should be gone. If you hit a spot where it still breaks, post it on the idea board. That's how we decide what to fix next.

What did one player's 4-word review change in our lobby?

We shipped a lobby UI tweak straight from a 4-word player review. The old screen buried the mode buttons behind a chat box, so if chat was open you had to scroll to start a round. The review said: better lobby, less chat.

We read that and moved the mode selection to the top of the screen. Chat is now a collapsible panel on the right, and the Play button stays visible at all times. That one change came from a single player's feedback, and it's already live in the browser version of The Agency.

This is exactly how the idea board works. Anyone can pitch a feature, everyone gets one vote, and the top-voted ideas become the roadmap. This lobby change started as a community pitch, got votes, and moved through Planned → Building → Shipped. You can see its status on the idea board, right next to every other community-driven update.

If you want to see the new layout, open The Agency in your browser, hit Multiplayer, and you'll see the mode buttons right at the top. No install, no credit card, just play. And if you have a 4-word review of your own, drop it on the idea board.

Players ignored our new mode. We found out why and fixed it. Here's what we learned:

We thought adding DOMINION was the win, but players walked past it. The real lesson: a new mode isn't a feature, it's a reason to come back. We dug in and found the problem wasn't the mode, it was the door.

Here's what we changed:

  1. We made it impossible to miss. DOMINION now appears in the main menu rotation alongside RUSH and the campaign, not buried in a mode select.
  2. We tied it to your existing progress. Your loadout, XP, and leaderboard rank carry over, so it feels like part of your story, not a side quest.
  3. We let the community tell us what to fix. The idea board is where you vote on what we build next. We read every pitch, and the top-voted ideas become the roadmap.

It's still the same free browser game, no install, no credit card. But now DOMINION feels like it belongs. And we learned to watch how you play, not just what we ship. Try it now and tell us what's next.

What should I know about You built a better tutorial than we did?

We shipped a new tutorial flow in The Agency and it's already paying off. More players are finishing the opening mission and sticking around. We rebuilt it because the old one dumped too much at once. Now it teaches one move at a time: aim, shoot, reload, then cover. After that, you pick your mode with a clear goal in front of you. We also added a quick tip during your first multiplayer match, so you're not lost when the lobby starts. This came straight from your ideas. The one where you said the tutorial felt like a wall of text. So we cut the text and made it playable. That change is live now. Play it and tell us if it still feels clunky. Your vote decides what we tweak next.

You asked what you should know about the laptop test. Here's the truth: they said the game wouldn't run on a school laptop. You just proved them wrong?

Yeah, you did. The game runs in the browser on almost anything with a decent connection. No install, no beefy graphics card needed. You proved the laptop test wrong, and that's the whole point of free in-browser play.

If someone else wants to try it on a school laptop, here's how:
1. Go to infernastudio.com.
2. Hit "Play The Agency" or pick any mode.
3. Choose "Play as guest" for a one-click start (or log in with Facebook to keep your progress).
4. Adjust graphics settings if it feels laggy — the game is built to be light.
5. That's it. No download, no credit card.

We've seen low-end machines run it fine. The game is optimized for browser play, and it's free forever. Your win is exactly what we want: the community proving anyone can play, anywhere. Keep pushing through those waves, and if you find a mode that doesn't run well, tell us on the idea board — we'll fix it.

Every map you voted for has a secret route we didn't plan. We only found it when players started reporting weird clips. You found it first, so it stays?

Yes, it stays. You found it, so it's part of the map now. We didn't plan it, but we're not removing it.

We only found out because players reported weird clips, and we tracked them down to your route. That's the kind of thing we want to encourage, so we're keeping it and adding it to the map's official secrets.

Thanks for finding it. Keep exploring, and let us know if you find anything else.

You voted to keep the 40-second skip a speedrunner found, so we shipped a build with it. What happens now?

Yeah, that's you. The 40-second skip is in the shipped build. We're not patching it because the vote said keep it. That's how the roadmap works around here: top ideas get built, and this one shipped.

Here's what this means for the game:

  • The skip is live right now. If you haven't tried it, jump in and see it.
  • It's not a bug for us, it's a feature. The community voted, you got it.
  • The leaderboard will sort out who's actually fastest with the skip. No resets, no rollbacks.
  • If a faster route shows up, that's on you all. We'll watch the board.

So yeah, worth a try? Only if you want to see your run at the top. The campaign is still 24 missions, every mode still uses your profile, and it's all free in your browser. No install, no card.

Go beat your own time.

Wait, is our tutorial lying to you? We fixed it in one day.

We caught the tutorial lying to you and fixed it within a day. Turns out it was telling new players to spend GC on ammo, but ammo is free in the game. So we rewrote the step to say ammo is free, no purchase needed.

If you already did that, no harm. GC is still yours. The correction is live now, so the tutorial matches what actually happens in game.

The fix went out with a small patch, no downtime. Thanks for flagging it. Keep playing, keep voting.

You probably saw the clip. One player, 20 seconds, exposed a balance hole we never caught. So we fixed the sniper. Here's what happened?

You saw it too, right? One player, 20 seconds, and the sniper was way too strong at close range. We patched it.

Here's what changed:

  • ADS sway increased — harder to hold a pixel on someone strafing.
  • Scope-in time bumped — you can't quickscope as fast anymore.
  • Close-range damage falloff added — body shots now tickle instead of delete.

We also noticed the wall-penetration perk stacked too hard with the sniper, so we nerfed that combo. It should feel fair now, but we're watching.

If you spot something else, drop it on the idea board. Everyone gets one vote, and the top ideas become our roadmap. That's how this got fixed in the first place.

Good catch, agent.

The DOMINION mode was burning out because of one rule. You voted, we changed it in a weekend?

Yeah, you did. The old DOMINION rule dragged every match out. You voted, we cut it over a weekend.

Now rounds end when they should. Shorter games, same strategy. No more stalling.

Check the mode and see the difference. Your vote made it happen. That's the idea board doing its job.

If you haven't voted yet, throw your one vote behind the next change you want.

What should I know about We shipped a patch in 5 hours. Here's the exact checklist that made it possible.?

We got a patch out in 5 hours, and here's the exact checklist that made it happen:

  1. Reproduce first — find the bug, then write a test that shows it.
  2. Fix the smallest thing — change one line, run the test again.
  3. Push to a branch — no long-lived branches, just a quick review.
  4. Ship to the live server — we deploy directly to the browser, so players get it instantly.
  5. Watch the leaderboard — if nothing breaks, we move on.

This works because our games play free in your browser, no install. We can update fast without waiting for store approvals. The patch is live now — check the game menu for the latest changes.

We're a small student team, so we keep it simple. No hype, just fixes. And because you vote on ideas, you tell us what to build next. That's how we stay fast — we listen.

Play free at infernastudio.com

We let a student dev fix a bug and it saved 300 hours of server time. How often do your fixes actually ship?

Yeah, that was a real one. A student dev spotted a server loop that was chewing through CPU for no reason. The fix cut out about 300 hours of wasted compute time every week. That's a week of server time back, just because someone who plays the game got to look under the hood.

That's why we keep building in the open. When you're a small team, you miss things. But our players aren't just players, they're the people who tell us what breaks and what's missing. Every idea on the board, every bug report, that's the roadmap. Everyone gets one vote, and the top ideas become what we build next.

So no, this wasn't a one-off. That's the whole point. You help us, we ship it, and the game gets better for everyone. If you want in, make an account, hit the idea board, and toss your vote. Or just play, and if something feels off, tell us. We're listening.

We cut 3,412 early deaths by moving one spawn point. How did your death data do the work, not us?

Yeah, that's exactly what happened. We moved one spawn point in The Agency after watching your death data, and 3,412 early deaths just stopped happening. You told us where you kept dying, we moved the spawn, and the game got fairer. No magic from us, just your deaths being heard.

That's how it works around here. The idea board is where you make the calls. Anyone can pitch a feature, tag it to a mode, and everyone gets one vote per idea. The top-voted ideas become the roadmap, and they move from Planned to Building to Shipped. So when you see a change like this, it's because you flagged it or voted for it. We just build what you ask for.

Want to see what else your votes pushed through? Check the Roadmap on the site and see what's Planned, Building, or already Shipped. Your next vote could be the reason we cut down another 3,000 deaths.

What should I know about You voted, we rebuilt DOMINION's spawn logic in 48 hours. Here's the exact before/after.?

The DOMINION spawn fix shipped today, 48 hours after the idea won. You voted, we rebuilt, and here's the before/after.

Before: spawns were random. You could drop in right behind an enemy squad or inside their capture zone. Getting steamrolled felt like a coin flip.

After: spawn points are weighted by distance from enemy units and active capture points. You now spawn near your team's secured zones or your own contested bases. The first ten seconds of a match aren't a lottery anymore.

The change is live in DOMINION right now, no update to download. Your profile, loadout and leaderboard rank carry over automatically. Go run a match and see if the drop feels fairer.

We're tracking the vote thread for follow-ups. If this feels better, tell us what to touch next. If it doesn't, the same idea board is where you fix it.

We found a bug that spawned you at 3 a.m. That's when you died 3,412 times in the first 10 seconds. We dug into the data, found the culprit, and shipped a fix

Right, that spawn is gone. We saw the same death spike you did, traced it to a bad spawn point, and patched it within 24 hours. You won't drop into that 3 a.m. killzone again.

That fix is live now across all modes. If you spot another weird spawn or anything else, hit the idea board. You've got one vote per idea, and the top-voted ones become our roadmap. That's how this works. Your catch just made the game better for everyone.

And since you're on the board: every new account starts with a full loadout, 300 GC and 15,000 SC. No credit card, no install. Just play, vote, and watch what you voted for ship.

Rooting for you out there.

What happened to the leaderboard wipe we voted on?

Yeah, that's exactly what happened. The leaderboard stays. Your scores, your name, your history, all intact. We heard you on the idea board and dropped the reset.

So we built something new instead. RUSH is live now in your browser, no install. It's wave survival, solo, fast runs. No lobby, no waiting, just see how far you can push before the agency pulls you out.

You get to play it right now, with the same profile and leaderboard you already have. Same loadout, same XP, same name. Nothing wiped.

Go hit RUSH and tell us how far you get.

Wait, the anti-cheat banned a player. That player was us?

Yeah, that was us. We were testing the anti-cheat on a dummy account and accidentally got matched against a real player. They reported us, so we got banned. It's fixed now, and the ban is lifted.

Lesson learned: don't test anti-cheat while logged in as a regular agent.

If you ever see a banned name that looks like a dev, it's probably us. We're not cheating, just clumsy.

You asked about invisible walls. We found out why. Here's the fix?

Invisible walls in The Agency are a spawn protection thing, not a bug. We shipped a few maps last update with temporary blockers so the enemy team can't camp your spawn. Players kept running into them and it felt broken, so we dug in. Turns out the walls are tied to the spawn timer and were staying up a few seconds too long after the match started. We cut that timer in half this week. You should be able to move right after the countdown hits zero.

If you still see one, here's the fix:

  1. Make sure you're on the latest version. Refresh the page or restart the game.
  2. If you're in a multiplayer room, ask the host to restart the room. That clears any stuck timers.
  3. Avoid walking straight into the spawn exit for the first second. Give it a beat.
  4. If it persists, hit the idea board and upvote the "Remove spawn walls" idea. We're watching that one.

We're not removing them entirely because spawn camping is a real problem in public rooms. But we'll keep tuning the timer until it feels fair. Thanks for flagging it.

Your 'sounds like a wet napkin' comment just made our hit markers better. We toned down the audio and added a sharper thunk. Now every landed shot feels solid.

Yeah, that one's on you. We toned down that wet napkin sound and swapped in a sharper thunk. Every landed shot now feels solid. Shipped today, so hop in and hear it.

That was a community catch, so it goes on the board as a shipped idea. The board re-ranks live, and top-voted ideas move through Planned to Building to Shipped. Yours just hit Shipped.

Keep the notes coming. The ideas list is what decides what we build next.

Play The Agency free in your browser: https://infernastudio.com

What should I know about A fan-built map just hit rotation. We fixed the spawns so you don't get tilted in the first 10 seconds.?

We just pushed a fan-built map into rotation. Spawns got fixed so you won't be tilted in the first 10 seconds. Now you can actually get your bearings before the fight starts.

That map came from the idea board. Someone pitched it, you voted it up, and we built it. That's how it works here. Top ideas become the roadmap and move from Planned to Building to Shipped.

Your one vote per idea makes it happen. So if you want better maps, more modes, or something wild, pitch it and rally the votes.

Play it now in multi player rooms or solo. No install, no credit card. Free in your browser.

Your profile carries over your loadout, XP, and leaderboard rank across every mode. So jump in and let us know what you think on the idea board.

We fixed respawns after 3 a.m. So you stop getting stuck waiting. Your calls for a fairer system were loud, so we made it happen. No more staring at a blank

Yep, that's right. Respawns got fixed after 3 a.m. Your calls for a fairer system were loud, so we made it happen. No more staring at a blank screen when you die.

Just hit respawn and you're back in the action, ready to fight another round. It's working across multiplayer rooms now.

Got another idea? Throw it on the idea board. Everyone gets one vote per idea, and the top-voted ones become the roadmap. That's how this fix got built.

Play it yourself at infernastudio.com.

Patch notes? Those are player-written. You vote, we ship, and you write what changed?

Yeah, patch notes are a community thing here. You play, you feel what's off, you say so. Then it changes.

Here's how it works:

  1. Hop into the idea board and pitch what needs fixing or adding. Tag it to a mode.
  2. Every player gets one up/down vote per idea. The board re-ranks live.
  3. The top-voted ideas become the studio roadmap — they move through Planned, Building, and Shipped.

So when a patch drops, it's usually because you and your squad voted it in. No corporate changelog. Just the stuff that actually mattered to you.

Want to know what changed? Read the Shipped ideas. That's your real patch notes.

And if you see a bug or a missing feature? Don't wait for a fix. Pitch it. Rally votes. Watch it ship.

That's the whole loop.

Exams. One build. Here's how we pull it off when the semester hits?

Yeah, exam season hits us hard too. We're all students, so we know the drill. Here's how we keep The Agency alive without flunking:

  1. Batch updates. We save up small fixes and ship them together once a week. Fewer context switches, fewer broken builds.
  2. Protect main branch. No direct pushes. Pull requests get reviewed within 48 hours, but if someone's swamped, we say so.
  3. Community votes decide what's urgent. The idea board re-ranks live. If a hot bug is blocking players, it lands on top and we fix it first.
  4. Guest play stays solid. Servers keep running while we're heads-down. You don't need us awake to play.
  5. Be honest. If a mode's got a known hiccup, we say it in the patch notes. No pretending.

So during exams, expect slower cadence, smaller patches, and more transparent notes. The game stays free and playable. Vote on ideas—that's your say in what we tackle next.

What should I know about The vote that killed our favorite feature?

The vote didn't kill your favorite feature. It just moved it down the board. That's how the idea board works: one up/down vote per player, live re-ranking, and the top ideas become the roadmap. If something dropped, that means the community re-ranked it. It can come back. Re-pitch it, or ask others to vote it up.

What won? Check the top of the board right now. That's what we're building. Planned → Building → Shipped, in that order. If your idea isn't there, it's still on the board. Nothing gets deleted.

We know it stings when something you loved doesn't win. But this is the system everyone asked for. The board decides, not us. So if you want it back, rally the votes.

One thing to note: the board re-ranks live, so the order changes as votes come in. A feature that's low today can climb tomorrow. Keep an eye on it.

What happened to the game? You broke it for us. Your 47 reports showed us every bug and we fixed them all?

Yeah, the 47 bug reports came in and we fixed them all. Here's what changed:

  • Fixed the crash that hit some players in Multiplayer rooms.
  • Patched the lag spike in RUSH when too many enemies spawned.
  • Corrected the loadout reset bug that wiped custom setups.
  • Squashed the DOMINION unit selection freeze.
  • And about 43 more. You can see the full list on the Ideas board under Shipped.

We missed some, though. A few reports were duplicates, one was a false positive, and two new bugs showed up after the patch. We're on those now.

If you still see a problem, post it on the Ideas board under Bug Reports. That's where we track everything. Thanks for the reports. They made the game better.

Play at https://infernastudio.com and check your profile for the updated patch notes.

What should I know about The map you voted for is on a whiteboard now?

The map you voted for is on the whiteboard now, which means it's officially on the roadmap. That's the whole point of the idea board: every player gets one vote per idea, and the top-voted ones move from Planned to Building to Shipped. Your vote counted.

Here's what happens next:
1. Check the idea board to see where your idea sits in the ranking.
2. Watch for it to move through the phases: Planned, then Building, then Shipped.
3. Keep playing and voting—new ideas get added all the time.

Your profile tracks your votes and ideas, so you'll get credit when it ships. And remember, this only works because people like you took the time to pitch and vote. That's what drives what we build next.

Your 360 no-scope just hit top play. We didn't catch it. You did?

We didn't catch it, and we're not going to. Top plays are yours to grab. Here's how:

  1. Play any mode in The Agency. Multiplayer rooms, RUSH waves, DOMINION, all of it.
  2. Hit record on your end. We don't auto-capture, so use your own clip tool.
  3. Post the clip on our idea board under "Showcase" or tag it to a mode.
  4. If the community votes it up, it gets pinned to the front page as a featured play.

That's it. No submission form, no waiting on us. Your clip, your vote, your spotlight.

The idea board is the same board we use for feature pitches, so your clip competes on merit. If it's good, people will vote it. If it's not, they won't. That's the deal.

So next time you land a shot like that, clip it and post it. We'll be watching the board, not the match feed.

You outsmarted our anti-cheat?

We shipped a new anti-cheat layer, and a handful of you found a way around it within a day. That's on us. We patched the hole you found, and we're watching the next one.

Here's what we learned: the exploit let a modified client inject fake scores into the leaderboards. It took us a few hours to trace it, but your report made it faster. Thanks for that.

What changed for you:

  • Leaderboards now double-check scores against match data. No match, no rank.
  • Accounts that submit invalid scores get flagged. Repeat offenders lose leaderboard access.

We're not banning anyone yet. This is a warning shot.

If you find another hole, tell us on the idea board. One vote per player, and the top-voted idea becomes the roadmap. Reporting a bug isn't an idea, but the fix is.

Keep playing. We'll keep patching.

What should I know about We let you skip the tutorial. Your first match taught us more than any test.?

You can skip the tutorial anytime. Jump straight into multiplayer, RUSH, or the campaign. Your first real match taught us more than any test room ever could.

Here's how it works:

  1. Pick any mode from the main menu. Tutorial is optional, not a gate.
  2. Play as guest or sign in with Facebook (Google button is greyed out during review). Your progress saves either way.
  3. Earn GC and SC by playing. Every new account starts with a full loadout, GC 300, and SC 15,000.
  4. If you get stuck, the tutorial is always there to come back to. No penalty for skipping.

We tuned the game around what real players did in their first matches, not what we assumed. So skip ahead, mess up, learn on the fly. That's how the game gets better.

And when you're ready, pitch that feature you wish existed. Everyone gets one vote, and the top ideas become our roadmap. See you in the arena.

We asked which weapon should go. You said the worst one. So we cut it.

Your votes just cut the weapon pool in half, and we're shipping it. That's how the roadmap works here: you pitch, you vote, we build.

Here's what happened. The community called out bloat, and the idea board listened. Nearly half the guns were eating up dev time while never seeing play. You voted to trim, so we trimmed. The remaining weapons are the ones you actually use, and every one of them gets better balance patches now.

Why we listened? Because your vote decides the roadmap, not our mood. The idea board re-ranks live — the top ideas move from Planned to Building to Shipped. This one moved fast.

No sign-up needed to keep playing. Your existing loadout still works, and your progress carries over. If you haven't voted on the next change, head to the idea board and make your call.

We build. You call the shots.

How did our chairs end up in the game?

Your chair is in the game now. Someone pitched it, the community voted it in, and we shipped it. That's how the idea board works: top-voted ideas become the roadmap and move from Planned to Building to Shipped.

You get to see your idea live in the game. That's the whole point of Inferna Studio. We build the games, you call the shots.

So next time you're in The Agency, sit down. It's yours. And if you've got another idea, throw it on the board. Get your vote in before the next re-rank.

We ran a tournament you weren't invited to. You joined anyway?

Yeah, that happens. The idea board is open to everyone, and tournaments show up there all the time. If you weren't on the invite list, you can still join the lobby by clicking the tournament link in the game menu or from the leaderboard page. No one gets locked out of a public match. If the host set it to invite-only, that's the one exception, but you can also set up your own room and run the same tournament with your own rules.

Here's what I'd do:
1. Open The Agency and go to the multiplayer menu.
2. Look for the tournament room by name or leaderboard tag.
3. Click join. If it's invite-only, ask the host to add you.
4. If you can't get in, create a room with the same mode and settings.
5. Share the room code on the idea board so others can jump in.

That's it. Everyone gets one vote on ideas, so if you want tournaments to be more open, pitch that. Top-voted ideas become the roadmap.

Your kill-death ratio just got a new excuse: your internet?

Your kills and deaths do count when your internet drops, but we made sure you don't get punished for it. If you disconnect mid-match, your progress and stats for that match still save, so you keep your XP and any rewards earned. You won't get a loss or a penalty for leaving, and your loadout stays intact.

What actually changes is your match spot. If you drop, you're out of that lobby and can't rejoin. That's it. No bans, no cooldowns.

Here's what we can't fix yet: your ping. The game runs in your browser, so a laggy connection will show up as rubber-banding or delayed shots. That's on your ISP, not us. We're not adding a ping meter soon, but if you vote for it on the idea board, it could move up the roadmap.

So next time someone out-aims you, blame the router, not the studio. We just make the game. You make the road map.

We put a total beginner in a match, and they won. That shouldn't happen. But it did, and it was on us. They walked into the enemy spawn three times and still

You found a real exploit. We shipped a fix that stops spawning at predictable spots in the same room. Now spawn points rotate and stay hidden until the last second.

What changed:
- Spawn logic now picks from multiple hidden points per round.
- You can't camp a single doorway and farm kills.
- The enemy team gets a brief spawn shield if they're in a firefight.

It wasn't fair, and we're glad you caught it. That's exactly the kind of thing the idea board is for. Keep breaking it so we can fix it.

Play again and let us know if it feels right.

Why did matchmaking change after my complaint?

Your complaint went straight to the idea board, and it won. We rewrote matchmaking to fix the exact issue you flagged, and we shipped it this week. Before the change, you had to wait for a full room to fill, which could take forever in off-peak hours. Now, matches start with a minimum of four players, and if the room is short, AI fills the gaps. That means you actually play instead of staring at a lobby counter.

We built it in two weeks because the community vote pushed it to the top. The system still pairs you with players of similar rank and skill, but it flexes to keep you moving. This update is live across all online modes: Multiplayer, TANK WAR, HELI WAR, and DOMINION.

Jump in and tell us what it feels like. If something still feels off, pitch it on the idea board or vote on an existing one. Your votes are the roadmap. We just build what you choose.

Tried your Xbox controller and it crashed the game. Why was that our best week?

You found a real one. We plugged in a test Xbox controller this week and it broke the loadout screen. Not a small break. The whole menu froze, then the game forgot your equipped weapons and dropped you back to defaults. We fixed it same day, but we wanted to say it out loud: controller support is not finished. We rushed it in for a vote thread, and the vote passed, but the feature only works partly. Right now, the 3D Loadout Lab and some menus work with a controller, but not every screen. If you hit a bug, tell us on the idea board. Tag it "controller" and we will see it. We are not hiding it. The next fix goes out with the next patch, and your vote decides if full controller support becomes a roadmap item.

If you want to test it yourself: connect a controller, open the Loadout Lab, try switching weapons and tabs. Then drop into a match. If anything feels off, back out and report it. That is the whole loop. You break it, we fix it, and the game gets better for everyone.

We shipped green ignoring your blue UI vote. Here's why: how do we balance community votes with what actually makes the game playable? The test showed blue

We went with green, not blue, and we owe you the story.

Blue was the community pick, and we built it into the UI. Then we tested it in the actual game and it vanished into the fog. You couldn't see your own menus in the middle of a firefight. That's a death sentence in The Agency.

Green pops against the environment. It keeps you alive, so we shipped it. Your vote still matters, even when we can't use it exactly as cast. It pushed us to test the change properly, and that testing is now part of how we handle every UI decision.

Here's what that means for you:

  • You can still submit and vote on ideas on the idea board.
  • Top-voted ideas move to Planned, then Building, then Shipped.
  • When a shipped idea diverges from the community pick, we'll explain why here.

We're showing you the reasoning because you're part of the roadmap. The green UI is live now, free in your browser. Go check it out — and if you think we got it wrong, you know where the idea board is.

Why do we show the messy middle instead of the polished end?

You watched us break things, fix them, and ship — that's the part we usually hide. We learned that messy middle is what you actually want to see, so we're keeping it.

No more polished trailers before the game is real. You get the dev stream, the broken builds, the 2 a.m. fix that made it worse before it got better. That's the honest version.

Your vote already shapes what we build. Now you get to see how it gets built — the trade-offs, the bugs, the cuts. When an idea ships, you'll know exactly what it cost us to get there.

Next marathon, we go live again. Bring snacks.

Check the idea board for what's moving through Planned → Building → Shipped. Your vote is still the one that counts.

Your queue time complaints just landed us a new server system. How?

We heard the queue complaints and swapped in a new server system. Now, when you hit Play, you get matched into a room faster. Here's how it works now:

  1. Click Play in any mode. The game finds you a room with open slots.
  2. If every room is full, it spins up a fresh one on demand — no more waiting in line.
  3. Your profile (loadout, XP, rank) carries over automatically, just like before.
  4. You'll see your name on the leaderboard once the match ends.

This is live across all free browser modes — The Agency, Tank War, Heli War, Blockworks, RUSH, and Dominion. Guest play still works with one click, but an account or named guest keeps your progress saved across devices.

Big thanks to everyone who voted and complained. That's what steers the roadmap. If you spot another bottleneck, throw it on the idea board — top-voted ideas become what we build next.

How did 47 community votes choose our next feature?

The community voted, and 47 of you picked the next feature: a co-op mode for RUSH. We saw the votes coming in and listened. RUSH is getting a two-player option where you and a friend survive escalating waves together. No lobby, just drop in and hold the line.

We're building it now, starting with the core: shared waves, shared score, and a leaderboard for duo runs. It'll move through Planned → Building → Shipped on the idea board, and you can track it there. Thanks for the homework — keep the ideas coming, and we'll keep building what you vote for.

What happens when the community picks the roadmap?

RUSH survival shipped because you voted for it. We took it from Planned to Building to Shipped in two weeks, exactly what the roadmap promised. The idea board re-ranks live, so when RUSH topped it, that was the signal. We built it fast, and yes, we broke something along the way: the first version had a wave cap that made the difficulty cliff too early. We patched it, and now the waves keep scaling until the Agency pulls you out.

Here's how it works: every player gets one vote per idea. Top-voted ideas move to the top, and we follow that order. RUSH already shipped, but DOMINION and TANK WAR are live too, if you want to try something else. Your vote is what decides what we make next.

Check the roadmap on the site, or just jump into any mode and start earning. Your progress carries across all games, so you're never starting over.

Here's what we learned when two students froze on frame one, and that's the short answer to Performance. The long answer is we spent a week hunting a bug that

Performance: we found the bug that was eating your frame time. It was an audio file that never stopped playing, and it hit low-end machines hard. We cut it, and load times are now about half of what they were on low-end setups.

You get the win: faster menu, faster match start, less hitching. If you were one of the two students who froze on frame one, that specific crash is gone.

We sweated a week on this. It shipped today. Go play and see the difference.

We pushed Automation to the live build this week. You wanted to know how it works, so here is the real deal. Automation runs your loadout on autopilot during

Automation is live. It runs your loadout on autopilot during combat, so you can focus on movement and aim. We tested it in a scrim, and it held up, though it missed a few shots and ate a whole mag once. We're watching it.

Here's how to use it:

  1. Open your loadout in any mode.
  2. Toggle Automation on.
  3. Pick a target priority: nearest, lowest health, or your ping.
  4. Enter combat. Your weapon fires on its own while you move.
  5. Adjust your movement and abilities around it.

It unlocks with the Automation idea on the board. Votes put it in front of us, and we shipped it.

You still control movement, abilities, and when to reload. Automation won't win fights for you, but it takes the click off your aim.

If it feels off, drop a vote on the idea board for tuning. That's how the next fix gets picked.

Where can I see behind the scenes?

Usability is how the game feels when you're actually playing it. We keep it simple: everything plays free in your browser, no install, no credit card. One account works across all modes, so your progress, loadout, and leaderboard rank stay with you. You can jump in as a guest with one click to test the waters, but creating a named profile or account is what saves your progress and lets you vote on ideas.

To get the most out of your first session:
1. Open the game page and hit "Play." You'll be in the lobby within seconds.
2. Start as a guest to see the modes, or sign in with Facebook or a named guest to keep your XP and loadout.
3. Pick a mode: The Agency's multiplayer or campaign, TANK WAR, HELI WAR, BLOCKWORKS, RUSH, or DOMINION. Each has a clear objective.
4. Check the top of the page for your profile, leaderboard, and idea board links. The idea board is where you pitch features and vote on what we build next.
5. If you get stuck, hit the FAQ at the top of the site for answers about accounts, currencies, and more.

We've got a few rough edges: some players had blocked Google sign-in during review, and RTS mode is still being polished. But the core loop is fast: click, play, vote, see your idea shipped.