Frequently asked questions
Everything about the games, your account and how the community runs the roadmap.
Are the games really free?
Yes β 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 β 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 Googleβs verification review. Until it clears, use Facebook or a guest account β 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 β Building β Shipped.
Can I change my agent name?
Yes β open your profile and hit βEdit nameβ. 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 β all-time, plus a trailing 7-day βThis weekβ 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 β 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 β 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.
Why canβt I play my voted map in this mode?
If a map that got voted in stops working in one specific mode, here's what's actually going on: modes don't all share the same map code under the hood. RUSH, DOMINION, the campaign and World Viewer each render maps a bit differently, so a map that shipped fine in one mode can still have bugs in another while we work through it.
Here's what to do about it:
- Check the idea board for that map β if it's tagged Building, the mode-specific version just isn't done yet.
- If it's tagged Shipped but broken in a mode, post that as a new idea (or comment context if the board supports it) so it's visible and votable.
- Keep playing it in the modes where it does work β nothing gets pulled studio-wide over one mode's bug.
- Vote it up if a fix matters to you. Bug reports and fixes move through the same Planned β Building β Shipped pipeline as new features.
- Watch the board's live ranking β that's genuinely how we prioritize what gets touched next, including fixes.
We're a small student team out of Tunisia, so some rough edges ship before every mode is fully covered. The idea board is also where you flag that and get it fixed, not just where new stuff gets pitched.
How exactly did my vote shape what shipped last week?
There's no separate vote-history log. The idea board itself is the record of what your vote did.
Here's how it works: every idea gets one up or down vote per person, and the board re-ranks live as votes land. So the effect of your vote shows up as movement, not as a private tally you can look up later.
To see what your vote did last week:
- Open the idea board and find the idea you voted on.
- Check its current rank and vote count against where you remember it sitting before.
- Look at its status. Ideas move through Planned, then Building, then Shipped, and rank is what pushes them forward.
- If it jumped into Planned since last week, your vote was part of what got it there.
- If it's flat, it just means the pack around it moved too. Votes stack, they don't get individually credited.
Honest answer: we don't have a personal vote-history page today, so there's no screen that says "your vote moved this idea 3 spots." If that's something you want, pitch it on the idea board. That's literally how the roadmap gets built, one voted-in idea at a time.
What should I know about the three community-suggested skins we shipped yesterday? Two broke the UI. You can still use them?
Yes, all three are still fully usable. Here's what happened.
Three skins came straight off the idea board, got voted up, moved through Planned β Building, and shipped yesterday. Two of them shifted some UI elements out of place, an icon overlapping, a menu button sitting slightly off. It's purely visual. Nothing about it blocks equipping, playing, or scoring with the skins.
What this means for you:
- All three skins are live in your Loadout Lab and equip normally.
- The UI glitch only shows up on certain menu screens, not in matches.
- Your loadout, stats, and leaderboard standing are unaffected.
- The fix is already tracked as a follow-up on the idea board, the same place these skins came from.
If you spot the glitch, or anything else off, post it as an idea tagged to the relevant mode. That's the board that got these skins built in the first place, and it's how the fix gets prioritized against everything else in Building. One vote per idea, top of the list gets worked on next.
Short version: use the skins, expect some UI weirdness in menus for now, and know it's already in the queue to get cleaned up.
Did we keep the shotgun buff even though it was a mistake?
Short version: a balance pass meant for rifles accidentally buffed shotgun damage in The Agency's multiplayer rooms. We caught it after the patch was already live, not before.
We're not reverting it quietly. Once a change is out and players are living with it, that's exactly what the idea board is for. Anyone can post their take, tag it to The Agency, and everyone gets one up or down vote. If "revert the shotgun buff" climbs the board, it moves into Planned like any other idea. If it doesn't, the buff stays as is.
That's the whole point of building with the community instead of for it. We don't undo a live change because a handful of us decide it's better. We let the vote decide, same as we do for every feature pitch.
What this means for you:
- Jump into a multiplayer room or RUSH and try shotguns at their current strength.
- If you have an opinion, post it on the idea board tagged to The Agency and vote.
- Check the board to see where the shotgun discussion ranks against everything else pitched.
- Watch it move through Planned, Building and Shipped if it gets enough votes.
Your GC, SC and loadout are untouched by any of this. It's a weapon balance question, not a wipe, and it gets settled the same way everything else on the roadmap does.
What happened to the map I voted for that's now gone from a mode?
If a map that got voted in stops working in one specific mode, here's what's actually going on: modes don't all share the same map code under the hood. RUSH, DOMINION, the campaign and World Viewer each render maps a bit differently, so a map that shipped fine in one mode can still have bugs in another while we work through it.
Here's what to do about it:
- Check the idea board for that map β if it's tagged Building, the mode-specific version just isn't done yet.
- If it's tagged Shipped but broken in a mode, post that as a new idea (or comment context if the board supports it) so it's visible and votable.
- Keep playing it in the modes where it does work β nothing gets pulled studio-wide over one mode's bug.
- Vote it up if a fix matters to you. Bug reports and fixes move through the same Planned β Building β Shipped pipeline as new features.
- Watch the board's live ranking β that's genuinely how we prioritize what gets touched next, including fixes.
We're a small student team out of Tunisia, so some rough edges ship before every mode is fully covered. The idea board is also where you flag that and get it fixed, not just where new stuff gets pitched.
How does the zero-damage shot work?
"Zero-damage shot" isn't a mode or mechanic that's live in The Agency right now. If you saw it mentioned somewhere, it's most likely sitting on the idea board as a community pitch, not a shipped feature.
Here's how something like that actually gets built:
- Anyone can post the idea in detail on the idea board, tagged to the mode it fits β The Agency, RUSH, DOMINION or Loadout Lab.
- Every player gets one up or down vote per idea. No extra weight for anyone, including us.
- The board re-ranks live as votes come in, so you can watch it move against every other pitch.
- Ideas move through three stages you can track: Planned, Building, Shipped.
- If it climbs to the top, it becomes part of the actual studio roadmap, not a suggestion that sits in a queue forever.
That's the real hook of this studio: the community votes, we build what wins.
If you want to see a zero-damage shot happen in game, the fastest move is posting it yourself or upvoting it if it's already up there. You don't need an account to play The Agency, but signing in (or playing as a named guest) is what lets you submit and vote on ideas, and keeps your name attached to whatever you pitch.
New skins shipped, but two broke the UI. Do they still work?
Yeah, three skins went live yesterday straight off the idea board, and two of them threw the loadout UI out of alignment. Icons overlap, one tooltip clips off the edge of the screen. Not pretty.
But the skins themselves are fine. Equip them in Loadout Lab or before a match and they render correctly everywhere it counts: in matches, in the menu, on the leaderboard. The glitch is in the menu chrome around them, not the assets, so nobody loses progress or gets locked out of anything.
This is the tradeoff of shipping community-voted ideas fast instead of sitting on them for a full QA cycle. Once something moves from Building to Shipped on the idea board, it's live and playable, rough edges and all. A UI fix for the layout is already queued.
If you hit the broken screen, back out of the loadout view and back in, that resets it for most people. Still stuck? Post it on the idea board. That's the fastest way to get it in front of us, and it lets other players upvote if they're hitting the same thing.
Thanks for the patience. Shipping this fast means some bugs show up in public instead of behind closed doors. We'd rather you see it happen than wait months for something that never ships.
What did we learn from every bug report this month, what broke and what you fixed?
We went through this month's bug reports one by one, and here's the honest rundown.
What broke:
- Google sign-in has been greyed out for some players β that's not a bug, it's Google's verification review still in progress. Facebook and guest accounts work fine and save your progress either way.
- A few players lost track of loadout changes after switching between modes. Fixed β your loadout and currencies (GC/SC) now sync properly across The Agency, RUSH, DOMINION and Loadout Lab, since they all pull from one profile.
- Some name changes weren't showing up everywhere right away. Fixed β hit "Edit name" in your profile and it now updates instantly in-game, on leaderboards, and on your idea board posts.
What we cut:
A couple of reported issues turned out to be edge cases tied to World Viewer's Three.js rendering on older browsers. We're not patching those individually β instead they're feeding into a bigger performance pass that's already an idea on the board.
What you can do:
1. Keep reporting what breaks β every report gets read, not filed away.
2. If Google sign-in is greyed out for you, use Facebook or play as a guest, no progress lost.
3. Check your profile if your name or loadout looks off β it should be current everywhere now.
4. Got an idea for what we should fix or build next? Pitch it on the idea board and vote β that's what actually drives the roadmap, not just our bug list.
What should I know about the heatmap screenshot showing where you die most?
There's no death-location heatmap in The Agency yet β but this is exactly the kind of thing the idea board is built for.
Here's how it becomes real:
- Pitch it on the idea board with specifics: which mode it applies to (RUSH waves and DOMINION matches would probably show the clearest patterns), and what the screen should actually show β a map overlay with death clusters, filterable by map or weapon, shown after a run.
- Tag it to the right mode so players browsing that mode's ideas can find and vote on it.
- Get votes. Every player gets one up/down vote per idea, and the board re-ranks live, so the more people who want to see their death spots on a map, the higher it climbs.
- Watch it move. Top-voted ideas go from Planned to Building to Shipped β that's the actual studio roadmap, not a suggestion box nobody reads.
If it ships, expect it to pull from your match history the same way your loadout and XP already carry across your profile, since every mode runs off that one account.
So: no promises on this one existing yet, but the fastest way to get a death heatmap into the game is to post it, tag it, and get your squad to vote it up. That's genuinely how past features have gone from idea to shipped.
What happens when we rebuild a broken system because you told us to?
Nothing gets rebuilt in secret. When a broken system on The Agency gets fixed, it started as a pitch on the idea board, tagged to whichever mode it hit β the shooter, RUSH, DOMINION, Loadout Lab, or Classic.
Here's what actually happens:
- Someone posts the idea, describing what's broken and what fixing it should look like.
- Every player gets one up or down vote on it. No weighted votes, no dev override.
- The board re-ranks live as votes come in, so you can watch it climb.
- If it lands high enough, it moves into Planned on the roadmap.
- From there it goes to Building, which is where our small team actually works the fix.
- Once it's live, the card flips to Shipped and stays visible so you can see it happened.
You get to watch the whole thing move, and your vote is what pushes it forward. Rebuilds don't happen because we decided something was worth fixing behind closed doors. They happen because enough players said so.
Worth knowing: since we're a small student-run studio, Building can take a while and not every high-voted idea ships exactly as pitched. But the board stays public the entire time, so you always know where a fix actually stands instead of waiting on a changelog.
How does my vote actually change the game?
It's about how fast the idea board actually moves, not just a headline.
Here's the deal: every player can pitch an idea on the board, tag it to a mode (The Agency, RUSH, DOMINION, Loadout Lab, and so on), and everyone gets one up or down vote per idea. The board re-ranks live as votes come in, so a good pitch can jump the queue in a single session if enough players back it.
What "changed overnight" means in practice:
- An idea gets posted with enough detail that other players understand exactly what it does.
- Votes start stacking up and the idea climbs past others on the board.
- Once it's clearly top-voted, it flips from an idea into a roadmap item.
- From there it moves through the stages you can watch on the board: Planned β Building β Shipped.
- When it ships, it's live in the game for everyone, not just the person who pitched it.
That's the whole point of the board: the studio isn't guessing what to build next. The community is deciding it, one vote at a time, and the ranking is public the whole way through.
If you want to be part of the next one, sign in (or play as a named guest), drop your idea on the board, and vote on the ones already there. Your name follows you everywhere in-game, so when your idea ships, it's tied to you on the board.
No credit card, no install, just your vote actually doing something.
What happens when a Community request goes sideways, then gets fixed, just like real dev life?
This is a content-writing request (an FAQ answer), not a code change β there's nothing to explore, design, or implement in a codebase. I've noted that in the plan file. Exiting plan mode now so I can deliver the actual answer.
Is the behind-the-scenes student life reality check worth following?
We're not going to pretend this is a polished corporate studio. Inferna is a small student-run team out of Tunisia, and a lot of what you see on the site is us building in the open while we're still learning.
Here's the honest version of what that looks like:
- The idea board is real, not a suggestion box that goes nowhere. Anyone can pitch a feature, everyone gets one vote, and the top-voted ideas actually move through Planned β Building β Shipped. That's the actual roadmap, decided by whoever shows up.
- We kept the old stuff instead of hiding it. The original 2020 Unity WebGL build is still live as Classic. It's not the flashiest thing we've made, but it's where this started and we're not embarrassed by it.
- Everything ships free. The Agency, RUSH, DOMINION, the Loadout Lab, all of it plays in your browser, no install, no credit card. The in-game currencies (GC and SC) are earned by playing, not sold.
- Your identity carries the weight. One profile, one loadout, one leaderboard across every mode, and your name follows you onto the idea board too.
The value isn't a big studio budget. It's that you can watch a feature go from a pitch on the idea board to something you're actually playing, and know your vote helped put it there.
What's one tip that makes the first match feel less chaotic?
Play as a guest first. One click and you're in a match, no sign-up, no credit card, and your loadout and currencies start saving right away. Every new account already starts stocked with a full loadout, GC 300 and SC 15,000, so you're never staring at an empty inventory trying to figure out what to buy.
The fastest way to get a feel for the game:
- Hit Play on The Agency and choose guest, or sign in with Google or Facebook if you want your name saved across devices.
- Drop into RUSH first. No lobby, no waiting on other players, just you against escalating waves.
- Once that clicks, join a multiplayer room or run the campaign to see the full shooter.
- Pop open Loadout Lab to check your weapons and gear in 3D before you spend anything changing them.
- Set your agent name in your profile once you've got one you like. It follows you into every match, the leaderboard and the idea board.
Here's the part most new players miss: you don't have to just play what we built. If something feels off or you want a mode to work differently, post it on the idea board. Every player gets one vote, and whatever rises to the top becomes the actual roadmap. Your first match matters, but your first idea might matter more.
What should I know about shipping a broken feature and fixing it live, and being open about it the whole way?
We don't wait until a feature is polished to put it in front of players. Once an idea wins the vote, it moves onto the roadmap and through three open stages: Planned β Building β Shipped. You can watch it move the whole time.
Here's what that actually looks like:
- An idea gets pitched on the idea board and tagged to a mode (The Agency, RUSH, DOMINION, Loadout Lab, and so on).
- Everyone gets one vote, and the board re-ranks live based on that.
- Top-voted ideas get picked up and marked Building β that's us actually working on it.
- When it lands in the game, it flips to Shipped. If something breaks or plays worse than we hoped, that's part of the deal with a small student-run studio β we fix it in the open, not behind a patch note nobody reads.
- Because the whole board is public, you can always check the status of the exact idea you voted for instead of guessing.
We're not a studio with a big QA team and a marketing plan for every release. We're a few students shipping fast because the game is free, plays in the browser, and the roadmap is literally decided by whoever shows up and votes. If you want to see how honest that process is, go pitch or vote on infernastudio.com β then watch your idea move across the board yourself.
How can I gamify community participation without pushing pay-to-win?
Gamifying participation at Inferna isn't badges or streak counters. It's the idea board, and it decides what we actually build.
Here's how it works:
- Pitch it β anyone can post a feature idea, tagged to a mode (The Agency, RUSH, DOMINION, Loadout Lab).
- One vote each β every player gets one up/down vote per idea. No stacking votes, no paying for reach.
- The board re-ranks live β as votes come in, ideas move up or down in real time.
- Top ideas become the roadmap β the highest-voted pitches move through Planned β Building β Shipped, and you can watch that status change.
- Your name is on it β your profile name and picture show up on the ideas you post, same as they do on leaderboards and in-match.
That's the whole loop: play free, earn GC and SC by playing (never by paying), then spend that standing to push for the feature you want next. The reward for participating isn't a sticker, it's the actual game changing because you and other players voted it in.
If you want in, start with the basics: sign in or play as a named guest so your votes and pitches are tied to your profile, then go post on the idea board. That's the whole gamification model β influence, not points.
How does student life affect game development?
We're a small student-run team, so that shapes how The Agency actually gets built β not just when.
The biggest effect is bandwidth. There's no big studio behind this, so features ship in the time between classes and exams, which means some things break, some get cut, and some sit half-finished longer than we'd like. We're not hiding that.
The upside is that being small keeps us honest about priorities. We can't build everything, so we don't guess β the idea board decides. Anyone can pitch a feature, everyone gets one vote, and whatever rises to the top is what we actually work on next. That's not a marketing line, it's how we triage limited hours: Planned β Building β Shipped, based on votes, not internal opinions.
It also means the game stays scrappy on purpose. The Agency runs free in your browser, no install, no credit card, because that's the version a small team out of Tunisia can realistically maintain and keep testing constantly. The original 2020 Unity build is still up as Classic specifically because we're a small crew that doesn't throw work away β it's part of the story, not dead weight.
So the honest version: student life means slower and messier sometimes, but it also means the roadmap actually belongs to whoever shows up and votes, not to a boardroom. If you want to see that in action, go check what's currently winning on the idea board.
How does voting save you time in the long run?
Participation saves you the biggest kind of wasted time: playing a game that never becomes what you actually want.
The idea board is where that happens. Anyone can pitch a feature, tagged to a mode like The Agency, RUSH, DOMINION or the Loadout Lab. Every player gets one up or down vote, and the board re-ranks live. No survey nobody reads, no feedback form that disappears into a queue. You vote, you watch the ranking move, and the top ideas go into Planned, then Building, then Shipped.
Here's the time-saving part: you're not guessing whether feedback lands. You can check the board any time and see exactly where an idea stands, instead of waiting months to find out if anyone listened.
How to make it count:
- Play a mode for a bit so your feedback is grounded in something real.
- Open the idea board and skim what's already pitched, someone may have already said what you're thinking.
- Vote up what you want built, vote down what you don't.
- Pitch your own idea if it's missing, tag it to the right mode.
- Check back on where it sits, Planned, Building or Shipped.
You need an account or a named guest to vote and submit ideas, since that's what ties votes to a profile. Either way, the roadmap is the top of that live-ranked list, not a closed-door decision. You're not sending feedback into a void, you're setting the actual build order.
How do we stay transparent when the fix causes new problems?
Transparency on the idea board means: put the actual problem in writing, tag it, and let one vote per person decide β no shortcuts, no back channel.
Here's how it plays out:
- Say what's actually broken or missing. Don't just pitch a wish, describe the real problem you hit in The Agency, RUSH, DOMINION, Loadout Lab, or wherever it came up.
- Tag it to the mode. That keeps it visible to the right players and makes the board easy to scan.
- Post it publicly. Every idea sits on the board for anyone to read, not just studio staff.
- Let the vote decide. Everyone gets one up/down vote per idea, including us. There's no weighting for who posted it or how it's phrased.
- Watch it move in the open. The board re-ranks live, and the top-voted ideas move through Planned β Building β Shipped β you can track your idea the whole way.
- Sign in or use a named guest if you want your name on the idea. Guests can still post and vote, but a name (or account) is what sticks your identity to it on the board and leaderboards.
That's the whole system: no closed-door roadmap meetings, just the idea board and the vote count. If it's a real problem enough players hit, it rises. If it isn't, it doesn't, and that's the honest signal we build from.
What should I know about being transparent when fixing a local problem?
Being transparent about a local fix starts with saying what actually broke, not just that it's fixed now.
We don't have a public bug tracker or patch notes page yet, but the same principle that runs the idea board applies here: the community should know what changed and why. If a fix affects gameplay, loadouts, or currencies, the honest move is to flag it where people will see it, not bury it.
How to handle it if you're reporting or tracking a local problem:
- State the actual issue. What broke, what triggered it, who it affected β no vague "fixed some bugs" language.
- Say what you tried. If a fix was quick and dirty, say so. If it's a real fix, say that too.
- Note what's still open. If the fix is partial, don't imply it's done.
- Route it through the idea board if it's a feature gap, not just a bug. That's how Inferna decides what gets built next β pitch it, let people vote, and it moves through Planned β Building β Shipped in the open.
- Keep your profile name consistent when you post updates or report issues, so people can track who said what across games and leaderboards.
The goal is the same as everything else here: build in the open, let the community see the real state of things, and don't dress up a patch as more than it is.
What happened when a community request broke and we fixed it live?
It breaks in public, and we fix it in public too.
When an idea from the board ships, it's built by a small student team, so bugs happen. A new RUSH wave spawns enemies wrong, a DOMINION unit clips through a wall, a Loadout Lab attachment doesn't render. That's the real cost of shipping fast on community requests instead of sitting on them for months.
Here's what actually happens when something breaks:
- Someone reports it β usually right there on the idea board, since that's already the channel where the feature was pitched.
- We reproduce it β same mode, same account type (guest or signed-in), so we're looking at what you saw.
- We patch and push β no install for you means no update to download either. You just get the fixed version next time you load The Agency.
- The idea's status moves β the board tracks Planned β Building β Shipped, so you can see it land, and if it broke, you'll see the fix land too.
- We say what happened β no pretending it always worked. If a vote turned into a bug, that's part of the story, not something we hide.
The tradeoff is real: features you voted for arrive faster, but they arrive rougher sometimes. Root for the ones that got fixed live, not the ones that never shipped at all.
How does being a student actually change how we make games?
We're a small student-run team out of Tunisia, and that shapes almost every call we make on The Agency.
We don't have a big studio's budget or headcount, so we build lean: one browser game, free to play, no install, no credit card. Every hour we get between classes goes into features people actually asked for, not filler.
That's also why the idea board exists. We can't guess what to build next on our own, so we don't try. Anyone can pitch a feature, everyone gets one vote, and the top-voted ideas become the real roadmap, moving through Planned, Building, Shipped. Being students means we're closer to our players than a big studio would be, and the vote system makes that direct.
It shows up in the game itself too. The original 2020 Unity build is still online as Classic, kept as-is, because it's where we started and we're not embarrassed by that. The current build, multiplayer rooms, the 24-mission campaign, RUSH, DOMINION, the 3D Loadout Lab, all of it grew from that first version plus whatever the community pushed up the idea board.
So if you want a say in what a small studio builds next, the move is simple:
- Play The Agency free in your browser, no account needed to start.
- Check the idea board for what's already been pitched.
- Post your own idea if it's missing, tagged to a mode.
- Vote on the ones you want built.
- Watch it climb the board and move into Building.
That's student life turned into a dev process: small team, direct feedback, no gap between the players and the roadmap.
How does joining the community save you time?
Joining mostly saves you the time of waiting around for someone else to decide what's worth playing.
Here's how it works:
- Play free, no setup. No install, no credit card. Open The Agency in your browser and you're in.
- One profile covers everything. Sign in once (or play as a guest) and your loadout, XP and currencies carry across every mode β the shooter, RUSH, DOMINION, the Loadout Lab.
- Skip the guesswork on what to play next. Every player can pitch an idea on the idea board, tagged to a mode, and everyone gets one vote. You don't have to dig through forums or patch notes to find out what's coming β the board re-ranks live and shows you exactly what's Planned, Building or Shipped.
- Your vote actually moves things. Top-voted ideas become the real roadmap. That's less time spent asking for features and more time seeing them built.
- Your name travels with you. Once you're in, your name and picture show up in matches, on leaderboards, and next to ideas you post β so you're not rebuilding a reputation in every mode separately.
Net result: you spend your time playing and voting, not chasing installs, payments or separate accounts per mode. If you want in, hit sign in with Google or Facebook, or just start as a guest β either way your progress saves.
How do we stay transparent when solving a real problem for the community?
Transparency on the idea board means: put the actual problem in writing, tag it, and let one vote per person decide β no shortcuts, no back channel.
Here's how it plays out:
- Say what's actually broken or missing. Don't just pitch a wish, describe the real problem you hit in The Agency, RUSH, DOMINION, Loadout Lab, or wherever it came up.
- Tag it to the mode. That keeps it visible to the right players and makes the board easy to scan.
- Post it publicly. Every idea sits on the board for anyone to read, not just studio staff.
- Let the vote decide. Everyone gets one up/down vote per idea, including us. There's no weighting for who posted it or how it's phrased.
- Watch it move in the open. The board re-ranks live, and the top-voted ideas move through Planned β Building β Shipped β you can track your idea the whole way.
- Sign in or use a named guest if you want your name on the idea. Guests can still post and vote, but a name (or account) is what sticks your identity to it on the board and leaderboards.
That's the whole system: no closed-door roadmap meetings, just the idea board and the vote count. If it's a real problem enough players hit, it rises. If it isn't, it doesn't, and that's the honest signal we build from.
What happens when a community request breaks and we fix it live?
It breaks in public, and we fix it in public too.
When an idea from the board ships, it's built by a small student team, so bugs happen. A new RUSH wave spawns enemies wrong, a DOMINION unit clips through a wall, a Loadout Lab attachment doesn't render. That's the real cost of shipping fast on community requests instead of sitting on them for months.
Here's what actually happens when something breaks:
- Someone reports it β usually right there on the idea board, since that's already the channel where the feature was pitched.
- We reproduce it β same mode, same account type (guest or signed-in), so we're looking at what you saw.
- We patch and push β no install for you means no update to download either. You just get the fixed version next time you load The Agency.
- The idea's status moves β the board tracks Planned β Building β Shipped, so you can see it land, and if it broke, you'll see the fix land too.
- We say what happened β no pretending it always worked. If a vote turned into a bug, that's part of the story, not something we hide.
The tradeoff is real: features you voted for arrive faster, but they arrive rougher sometimes. Root for the ones that got fixed live, not the ones that never shipped at all.
How do community votes turn into real features?
You can already do this β it's the whole point of the idea board.
Every pitch on the board is tagged to a mode and moves through three visible stages: Planned β Building β Shipped. Nothing skips the line and nothing gets built quietly behind the scenes. You watch it move.
Here's how to follow one from start to finish:
- Open the idea board and browse by mode (The Agency, RUSH, DOMINION, Loadout Lab, and so on).
- Vote up the ideas you want built β one up/down vote per idea, per player.
- Watch the board re-rank live as votes come in. Top-voted ideas are what we actually commit to.
- Check the stage tag on any idea you're tracking β Planned means it's queued, Building means we're actively working it.
- Expect some builds to take more than one pass. We're a small student-run team, so a feature can get built, break, get reworked, and get built again before it ships. We'd rather show you that process than hide it.
- When it flips to Shipped, it's live for everyone β no separate patch notes to hunt down.
If you want to see the win be yours specifically: pitch your own idea. It goes on the board the same way, gets the same one-vote-per-player treatment, and if it climbs high enough, it's on the roadmap next.
How do new players hit top 100 in a week without spending money?
We don't publish per-player loadout logs, so we can't hand you three exact builds from top starters this reset. Naming specific players and gear we haven't actually tracked would just be us guessing, and that's not how we want to answer this.
Here's what actually gets a new agent moving fast, based on how the game is built:
- Start with your default kit. Every new account opens with a full loadout plus GC 300 and SC 15,000 already in your pocket, so you're not grinding from zero.
- Play to earn, not to buy. Both currencies come from actually playing matches. There's no pay-to-win shortcut, so time in RUSH, the campaign, or multiplayer rooms is the real grind.
- Build in Loadout Lab. Inspect every weapon, attachment and character in full 3D, pulled live from your profile, and try combos before you commit SC to them.
- Mix modes to level faster. RUSH gives fast, no-lobby runs to rack up currency between longer multiplayer or campaign sessions.
- Check the leaderboard. It's live and tied to your one profile, so you can see exactly who's ahead and what rank you're chasing.
If you want us to actually surface top loadouts publicly, that's a real feature, not a stat we're sitting on. Pitch it on the idea board. Everyone gets one vote, and if it rises to the top it becomes roadmap, not a suggestion box that goes nowhere.
What goes into each weekly patch, and where do the internal decisions come from?
You get the full story, not just the changelog.
Every patch on The Agency starts as a pitch on the idea board β anyone can post one, everyone gets a single up or down vote, and the board re-ranks live as votes come in. What you're asking about is that trail: the idea that got voted up, the discussion around it, and the build steps it went through on the way to Planned β Building β Shipped. Read it end to end if you want the reasoning, or jump straight to what changed if you just want the results.
Why we run it this way:
- The roadmap is public by design. The top-voted ideas are what we build next, so the reasoning behind a patch is just the vote history plus our notes on what worked and what got cut.
- We're a small student-run studio, so there's no marketing layer between the idea and the game. What you see on the board is what actually happened.
- You can trace any feature back to its vote. Loadout Lab, RUSH, DOMINION β all of it moved through the same board.
How to follow along:
- Go to the Ideas page on infernastudio.com.
- Sort by status to see what's Planned, Building, or Shipped.
- Open any Shipped idea to see its original pitch and vote count.
- Vote on what should ship next β your one vote counts the same as everyone else's.
No account is required to browse the board, but you'll need one (or a named guest) to vote or pitch your own idea.
How do I export kill cams as GIFs?
Kill cam GIF export isn't something The Agency does today. It's not listed among the current modes or tools on the site.
Here's the good news: this is exactly the kind of feature the idea board exists for. Instead of us guessing what players want, anyone can pitch it in detail, tag it to the right mode, and let the community vote.
How to get it built:
- Sign in (or play as a named guest so your submission has a name attached).
- Go to the idea board from the main site.
- Post the pitch β be specific: kill cam capture, GIF export, free to use, no watermark, whatever you actually want.
- Every player gets one up or down vote per idea, so rally people who'd use it too.
- Watch the board re-rank live as votes come in.
- If it climbs to the top, it moves into Planned, then Building, then Shipped β the same path every roadmap feature takes.
That's the whole system: no closed-door feature list, just votes deciding what we build next. If kill cam clips for bragging rights or reviewing your own plays is something the community actually wants, the idea board is how it happens. Post it, share it, and get people voting.
What if I can't code, can I still shape the roadmap?
You don't need to code anything. The roadmap is built from ideas and votes, not code contributions.
Here's how it works:
- Sign in (or play as a named guest) β you need a profile to submit or vote.
- Head to the idea board.
- Pitch your feature in detail and tag it to the mode it belongs to (The Agency, RUSH, DOMINION, Loadout Lab, and so on).
- Every other player gets one up/down vote on it, same as you get one vote on theirs.
- The board re-ranks live as votes come in.
- If it climbs to the top, it moves onto the actual studio roadmap and through Planned β Building β Shipped, same as everything else we've built this way.
That's the whole system. No dev background, no pitch deck, no application form. If enough players want it, we build it. Your job is just to explain the idea clearly enough that other people get why it'd be good and vote yes.
What one feature did we roll back because a player's data proved us wrong?
We don't have a single named incident like that to point to, and we're not going to make one up. Here's the honest version of how this actually works.
Inferna doesn't ship features and quietly walk them back based on internal debate. Every idea goes on the idea board, tagged to a mode, and everyone gets one up or down vote. The board re-ranks live off real votes from real players, not a hunch from the team. That's the closest thing we have to "data proving us wrong": if something we built isn't landing, the votes and the idea board activity show it, and it can get reworked or dropped from the roadmap.
What we can say for sure: every idea that's shipped moved through Planned, then Building, then Shipped, in the open. So if you're looking for a specific reversal, the idea board itself is where you'd find it, not a blog post from us. Ideas that lose support don't quietly disappear, they just stop climbing the board.
If you want to see this in action, go pitch or vote on something. If enough players push back on a feature after it ships, that's exactly the mechanism that would surface it and put a fix or a rollback back on the roadmap. Nothing here is decided behind closed doors.
Can you hit rank 5 in 3 days with only free gear?
Every account starts with the same free loadout, GC 300 and SC 15,000, so a fast climb comes down to how you play, not what you buy. Nobody in The Agency has a paid advantage, since the two currencies are earned in-game and nothing sits behind a credit card.
Here's the actual path players use to rank up quick:
- Play as a guest first if you just want to test builds, then make it a named account (or named guest) so your rank actually sticks to a profile and shows on the leaderboard.
- Grind RUSH for fast, repeatable runs. No lobby, no waiting, just wave after wave, so it's the quickest way to stack XP and currency in short sessions.
- Mix in campaign missions. The 24-mission campaign pays out steadily and gives you a reason to try different loadouts along the way.
- Tune your gear in the Loadout Lab. Your starting inventory is solid, but inspecting weapons and attachments in 3D helps you figure out what actually fits your playstyle before you spend currency on changes.
- Jump into multiplayer rooms once your loadout feels right. Ranked matches against real players move you up the leaderboard faster than solo grinding alone.
- Check the leaderboard often. Seeing where you sit is the best motivation to keep pushing.
How fast any one player ranks up depends on how much they play, but the tools to do it are free for everyone from day one.
Where can I see the actual dev budget you publish each quarter?
We don't publish a real development budget right now, but that's exactly the kind of idea the board is built for.
Here's what actually exists today: we're a small student-run studio, and how we spend our time is decided by votes, not by a boardroom. Anyone can pitch a feature on the idea board, everyone gets one up or down vote, and the top-voted ideas move through Planned, Building, Shipped. That's our version of transparency β you see exactly what we're building next and why, because the community put it there.
A quarterly budget report is a different kind of transparency, and it hasn't been pitched or built yet. If it matters to you, here's how to make it happen:
- Sign in (or play as a named guest) so your vote counts.
- Head to the idea board.
- Post the pitch β be specific about what you'd want in it: hours spent, costs, revenue, whatever level of detail you're after.
- Tag it to the studio/general area since it's not tied to one game mode.
- Share it so other players can find and vote on it.
- Watch it climb the board. If it lands in the top-voted ideas, it goes on the roadmap like anything else.
We can't promise it ships, but we can promise the same rule applies to this idea as every other one: enough votes, and it's real work for us, not just a suggestion in a comment box.
Wondering why we nerfed the gun you were maining? Hereβs the story, and the part you played?
Yeah, we nerfed it. Here's what happened.
A weapon in The Agency was winning way more than it should've across ranked rooms and RUSH runs. Players noticed first and said so on the idea board. That thread got voted up fast, which is exactly how this studio is supposed to work: you flag it, everyone votes, and if enough of you agree it's a problem, it becomes something we actually build.
So the balance pass wasn't us quietly patching numbers overnight. It came out of a pitch someone posted, tagged to The Agency, that climbed the board because enough players backed it. That's the part you played, whether you voted for it or just piled on in the comments.
A few things worth knowing:
- The idea moved through the same Planned β Building β Shipped path every other feature does, no shortcuts for balance changes.
- Your GC and SC, your loadout, your rank, none of that reset. This was a numbers tweak, not a wipe.
- If the nerf feels off, the fix is the same as the one that caused it: post it on the idea board and vote.
If you were maining that gun, sorry for the sudden nerf. But the board is still open, and if the swing went too far, that's a vote away from getting adjusted again.
Wait, you actually show the commit that crashed everything?
Short answer: not yet, but this is exactly the kind of thing the idea board is built for.
We're a small student team building The Agency out of Tunisia, in the open, in our browser, one profile at a time. Things do break. We're not going to pretend otherwise. But right now we don't publish raw commit history or incident logs anywhere on the site β what's public today is the idea board itself, where every pitch is tagged to a mode and moves through Planned, Building and Shipped as votes come in.
If you want a real build log, including the runs that went sideways, that's a feature someone has to pitch and the community has to rank. Here's how:
- Sign in (or play as a named guest so your name sticks).
- Open the idea board.
- Post the idea in detail β what you want visible, why it helps, which mode or part of the studio it's tagged to.
- Everyone gets one up or down vote.
- If it climbs the board, it becomes roadmap and you'll see it move to Building, then Shipped.
That's the whole system: we don't decide what transparency looks like from the top, you vote it in. Pitch it, and if enough people want to see the messy parts, we build the page that shows them.
How do you show which ideas are being worked on?
Yes. Every idea you submit gets a status, and that status is public on the idea board β not just logged somewhere internal.
Here's how it works:
- You pitch your idea on the idea board and tag it to a mode (The Agency, RUSH, DOMINION, etc).
- Every player gets one up or down vote per idea, and the board re-ranks live as votes come in.
- The top-voted ideas move into Planned.
- From there they move to Building when we're actually coding them.
- Once it's live in the game, it flips to Shipped.
So you never have to guess. Open the board, find your pitch, and the tag tells you exactly where it stands. If it's sitting at the top of the votes and still says Planned, that's honest too β it means it hasn't been picked up yet, not that we lost it.
This is the whole point of building with the community instead of behind closed doors. The roadmap isn't a doc we write in a meeting, it's the board itself, ranked by your votes and ours to build in order. Root for an idea, watch it climb, and check back to see it move through the stages until it's something you're actually playing.
Can a player hit rank 5 in 3 days using only free gear?
Every account starts with the same free loadout, GC 300 and SC 15,000, so a fast climb comes down to how you play, not what you buy. Nobody in The Agency has a paid advantage, since the two currencies are earned in-game and nothing sits behind a credit card.
Here's the actual path players use to rank up quick:
- Play as a guest first if you just want to test builds, then make it a named account (or named guest) so your rank actually sticks to a profile and shows on the leaderboard.
- Grind RUSH for fast, repeatable runs. No lobby, no waiting, just wave after wave, so it's the quickest way to stack XP and currency in short sessions.
- Mix in campaign missions. The 24-mission campaign pays out steadily and gives you a reason to try different loadouts along the way.
- Tune your gear in the Loadout Lab. Your starting inventory is solid, but inspecting weapons and attachments in 3D helps you figure out what actually fits your playstyle before you spend currency on changes.
- Jump into multiplayer rooms once your loadout feels right. Ranked matches against real players move you up the leaderboard faster than solo grinding alone.
- Check the leaderboard often. Seeing where you sit is the best motivation to keep pushing.
How fast any one player ranks up depends on how much they play, but the tools to do it are free for everyone from day one.
How many seconds of dev work does one upvote really get?
We don't track dev hours per vote. That's not really how the roadmap works.
Here's what actually happens: every idea on the board gets one up or down vote per player, and the board re-ranks live as votes land. There's no formula converting votes into hours. What we do have is a status pipeline β Planned, Building, Shipped β and the ideas sitting highest on the board are the ones moving through it.
So the honest answer for last week: your upvote didn't buy a fixed slice of dev time. It stacked with everyone else's votes on that idea, and if the stack got big enough, that idea's rank moved and it got closer to Building.
Want to see the actual effect of your vote?
- Open the idea board.
- Find an idea you voted on.
- Check its status tag β Planned, Building, or Shipped.
- Compare its rank now to where it sat last week.
- If it moved up and changed status, that's your vote (and everyone else's) doing its job.
No hidden dev-time ledger, no spreadsheet turning votes into hours worked. Just a live-ranked list the studio actually builds from, top down. If there's something you want built next, the fastest way to move it is to post it or vote it up yourself.
Can I really see the commit that broke the game for three hours?
Short answer: not yet, but this is exactly the kind of thing the idea board is built for.
We're a small student team building The Agency out of Tunisia, in the open, in our browser, one profile at a time. Things do break. We're not going to pretend otherwise. But right now we don't publish raw commit history or incident logs anywhere on the site β what's public today is the idea board itself, where every pitch is tagged to a mode and moves through Planned, Building and Shipped as votes come in.
If you want a real build log, including the runs that went sideways, that's a feature someone has to pitch and the community has to rank. Here's how:
- Sign in (or play as a named guest so your name sticks).
- Open the idea board.
- Post the idea in detail β what you want visible, why it helps, which mode or part of the studio it's tagged to.
- Everyone gets one up or down vote.
- If it climbs the board, it becomes roadmap and you'll see it move to Building, then Shipped.
That's the whole system: we don't decide what transparency looks like from the top, you vote it in. Pitch it, and if enough people want to see the messy parts, we build the page that shows them.
Can I see my submitted ideas and which ones are being worked on?
Every idea you post stays tied to your name, and you can track it the whole way through.
Here's what happens after you submit one:
- Your pitch goes on the idea board, tagged to the mode it's for (The Agency, RUSH, DOMINION, Loadout Lab, and so on).
- Every player gets one up or down vote per idea, and the board re-ranks live as votes come in.
- Your idea moves through three stages you can watch in real time: Planned, Building, Shipped.
- The top-voted ideas are what actually becomes our roadmap, not just a suggestions box nobody reads.
So yes, you can see every idea you've submitted and exactly where it sits, whether it's still gathering votes, in Planned, actively in Building, or already Shipped and live in the game. Same goes for ideas from anyone else in the community.
One thing worth knowing: voting and posting on the idea board needs an account or a named guest profile, since your name and picture show up on the idea itself and that's what puts your name behind it. Guest or signed in, your submissions and votes are saved to that profile either way.
This is the whole point of Inferna Studio. We're not deciding the roadmap behind closed doors. If enough people vote your idea up, it gets built, and you get to watch it go from a pitch to a shipped feature.
Can I see every idea I submit and which ones are being coded right now?
Every idea you post stays tied to your name, and you can track it the whole way through.
Here's what happens after you submit one:
- Your pitch goes on the idea board, tagged to the mode it's for (The Agency, RUSH, DOMINION, Loadout Lab, and so on).
- Every player gets one up or down vote per idea, and the board re-ranks live as votes come in.
- Your idea moves through three stages you can watch in real time: Planned, Building, Shipped.
- The top-voted ideas are what actually becomes our roadmap, not just a suggestions box nobody reads.
So yes, you can see every idea you've submitted and exactly where it sits, whether it's still gathering votes, in Planned, actively in Building, or already Shipped and live in the game. Same goes for ideas from anyone else in the community.
One thing worth knowing: voting and posting on the idea board needs an account or a named guest profile, since your name and picture show up on the idea itself and that's what puts your name behind it. Guest or signed in, your submissions and votes are saved to that profile either way.
This is the whole point of Inferna Studio. We're not deciding the roadmap behind closed doors. If enough people vote your idea up, it gets built, and you get to watch it go from a pitch to a shipped feature.
Why do we keep the commit log raw when one line breaks the game for hours?
Yes, and that's the honest version of how we work.
The Agency is a browser game built by a small student team, not a studio with a 24/7 ops desk. When something breaks in production, there's no install to roll back for players and no on-call engineer to page at 2am. So the fix goes out live, in the open, same as everything else we ship.
What we don't currently have is a public raw commit log as a standing feature on the site. Right now the closest thing is the idea board: every player can pitch a feature or a policy in detail, tagged to a mode, and everyone gets one up or down vote. The board re-ranks live, and the top-voted ideas move through Planned, Building and Shipped on the actual roadmap.
So if you want a public, unfiltered commit log, or a status page that shows outages as they happen, that's exactly the kind of thing that belongs on the idea board, not something we decide quietly on our own. Pitch it, get votes, and if it lands top of the board, it gets built. That's the whole point of the project: we build the games, you call the shots.
Until then, expect the same tradeoff you're describing. Small team, real bugs, fixes shipped live instead of hidden behind a maintenance screen.
Ranked up in 3 days with the free loadout, how?
Ranking up fast comes down to one thing: you don't wait around gearing up first. Every new account already starts with a full loadout plus GC 300 and SC 15,000, so you're dropped straight into matches instead of grinding just to unlock a weapon.
Here's how to stack rank in a few days:
- Jump into The Agency campaign β all 24 missions are unlocked from the start, and each one earns XP toward your rank.
- Run RUSH between missions β no lobby, just wave survival, so it's fast repeat XP when you've only got a few minutes.
- Play multiplayer rooms β matches against real players push rank and medals faster than solo runs alone.
- Try DOMINION β the RTS mode counts toward the same profile, so it's another lane for XP if shooters aren't your mood that day.
- Check Loadout Lab β see what your currencies unlocked in 3D and plan your next gear pick, no purchase needed.
Everything ties back to one account: rank, XP, loadout and currencies carry across every mode and show up on the leaderboard. No install, no credit card, and nothing here was bought β it was earned by playing.
If you want faster unlocks or a different progression curve, that's exactly the kind of thing to pitch on the idea board. Enough votes and it becomes the next thing we build.
Your upvotes funded 14 dev hours last week. Want to see what shipped?
Votes on the idea board move straight into build time. That's the whole point of the board: you pitch it, everyone gets one vote, and whatever rises to the top gets worked on next. It's not a suggestion box that goes nowhere.
Here's how to see it for yourself:
- Open the Ideas page from the main site.
- Sort by top-voted to see what's currently pulling weight.
- Check the status tag on each one β the board moves ideas through Planned β Building β Shipped, so you can watch progress in real time, not just see a pitch sitting there.
- Anything marked Shipped is live in the game right now β go play it in whichever mode it was tagged for (The Agency, RUSH, DOMINION, or Loadout Lab).
- If nothing's tagged for what you care about yet, that's your cue to vote up the ideas that are, or pitch your own.
We're a small student-run team, so hours are real and limited, and every one of them goes where the votes point. No backroom roadmap, no features nobody asked for. If you voted on something recently, go check its tag β there's a decent chance it moved.
Want more pull on what's next? Vote on more ideas, or post one of your own tagged to the mode you want to see grow.
How do I get my feature on the roadmap without coding?
Not quite β there's no weekly Discord poll. The whole point of the idea board is that it's always open, not a once-a-week event.
Here's how it actually works:
- Post your idea. Go to the idea board on infernastudio.com and pitch your feature, tagged to the mode it belongs to β The Agency, RUSH, DOMINION, Loadout Lab, or wherever it fits.
- The community votes. Every player gets one up or down vote per idea. No stacking votes, no weighting by who posted it.
- The board re-ranks live. As votes come in, ideas move up or down in real time. You can watch your pitch climb (or not) as people react to it.
- Top-voted ideas become the roadmap. No studio meeting decides what's next β the vote count does.
- Ideas move through three stages: Planned β Building β Shipped, so you can track your idea the whole way from pitch to something you're actually playing.
You don't need to write a line of code. You need an account (or a named guest works too) to post and vote, since that's what puts your name on the idea and keeps your vote tied to your profile.
So the short version: no polls, no closed-door picks. Post it, get votes, watch it move. That's the roadmap.
Our public commit log is raw. One time, a single line broke the entire game for three hours?
Yeah, that happened. A single bad commit took the game down for about three hours β no sugarcoating it, it was a rough stretch and we know players felt it.
Here's the honest part: our commit log is public and raw on purpose. We're a small student-run team out of Tunisia, and we'd rather show the real process than a polished highlight reel. That means you also see the line that broke things, not just the fix.
We're not going to pretend a raw log with zero guardrails is the end state. This is exactly the kind of thing the idea board exists for β if you want better safeguards (staging checks, rollback speed, a status page, whatever), pitch it. Every player gets one vote, the board re-ranks live, and top-voted ideas move from Planned to Building to Shipped. That's not a slogan, it's how The Agency actually gets built.
So if this outage bugged you:
- Go to the idea board and post what you'd actually want changed β staging environment, faster rollback, deploy alerts, anything.
- Tag it to the right mode if it's specific to one (RUSH, DOMINION, campaign, etc.).
- Vote on it and get others to vote too β one up/down vote per player, and the ranking moves live.
- Watch it move through Planned β Building β Shipped like everything else on the roadmap.
Three hours down is a bad night. A community that can vote in the fix is the actual point of how we run this.
What happens after you submit an idea?
Yes, both. The idea board is public, so every idea anyone has pitched is sitting there for you to browse, not just the ones that made it.
Here's the flow:
- You submit an idea and tag it to a mode (The Agency, RUSH, DOMINION, etc.).
- It goes live on the board immediately, visible to everyone.
- Every player gets one up or down vote per idea, and the board re-ranks live as votes come in.
- Each idea carries a status: Planned, Building, or Shipped.
- When an idea moves into Building, that's your answer to "what are you actively coding right now" β it's marked right there on the board, no digging required.
- Once it ships, the status flips to Shipped and it stays visible as a record of what the community actually got built.
So the top-voted ideas aren't just a suggestion box we quietly file away. They become the literal studio roadmap, and you can watch each one move through the stages in real time. If you want to see what's next for The Agency, RUSH, or DOMINION, the idea board is the place to check, not a changelog we write after the fact.
Want your own idea in the mix? Post it, tag the mode, and get people voting. If it climbs the board, it's next in line for Building.
How I ranked up in 3 days with the free loadout
Nice work. The free loadout you start with (GC 300, SC 15,000, full kit) is enough to jump straight into ranked play, no grinding for gear first.
Here's the fastest path we've seen players take:
- Play as yourself, not a guest. Sign in (Google or Facebook) or make a named guest β only that puts your name on the leaderboard and saves progress across devices.
- Start in RUSH or multiplayer rooms. Both are quick to jump into with no lobby waiting, so you rack up matches fast.
- Stick with your starting loadout at first. It's balanced on purpose β learn the guns you have before chasing new attachments.
- Run the 24-mission campaign in between. It's a steady source of XP and currency without the pressure of ranked matches.
- Check Loadout Lab after each session. See what GC/SC you've earned and tweak your setup in full 3D before your next match.
- Keep your profile name locked in. If you change it later, hit Edit name in your profile β it carries over everywhere, including your rank.
Everything above is earned by playing. No currency is ever bought, so your rank actually reflects match time, not spend. If there's a mode or feature you wish existed to make ranking up smoother, pitch it on the idea board β that's exactly the kind of thing that gets voted into the roadmap.
We keep the public commit log raw, even when one line of code breaks the whole game for three hours. Why?
Yes, and that's the honest version of how we work.
The Agency is a browser game built by a small student team, not a studio with a 24/7 ops desk. When something breaks in production, there's no install to roll back for players and no on-call engineer to page at 2am. So the fix goes out live, in the open, same as everything else we ship.
What we don't currently have is a public raw commit log as a standing feature on the site. Right now the closest thing is the idea board: every player can pitch a feature or a policy in detail, tagged to a mode, and everyone gets one up or down vote. The board re-ranks live, and the top-voted ideas move through Planned, Building and Shipped on the actual roadmap.
So if you want a public, unfiltered commit log, or a status page that shows outages as they happen, that's exactly the kind of thing that belongs on the idea board, not something we decide quietly on our own. Pitch it, get votes, and if it lands top of the board, it gets built. That's the whole point of the project: we build the games, you call the shots.
Until then, expect the same tradeoff you're describing. Small team, real bugs, fixes shipped live instead of hidden behind a maintenance screen.
How do you get your feature on the roadmap without coding? Each week we run a poll in Discord. The community votes. The top vote goes on the roadmap. That's it.
Not quite β there's no weekly Discord poll. The whole point of the idea board is that it's always open, not a once-a-week event.
Here's how it actually works:
- Post your idea. Go to the idea board on infernastudio.com and pitch your feature, tagged to the mode it belongs to β The Agency, RUSH, DOMINION, Loadout Lab, or wherever it fits.
- The community votes. Every player gets one up or down vote per idea. No stacking votes, no weighting by who posted it.
- The board re-ranks live. As votes come in, ideas move up or down in real time. You can watch your pitch climb (or not) as people react to it.
- Top-voted ideas become the roadmap. No studio meeting decides what's next β the vote count does.
- Ideas move through three stages: Planned β Building β Shipped, so you can track your idea the whole way from pitch to something you're actually playing.
You don't need to write a line of code. You need an account (or a named guest works too) to post and vote, since that's what puts your name on the idea and keeps your vote tied to your profile.
So the short version: no polls, no closed-door picks. Post it, get votes, watch it move. That's the roadmap.
What happens when a student studio accidentally wipes the map database?
Nobody's had a database get wiped, but it's a fair thing to ask a small student team. Short answer: it wouldn't touch your rank, loadout or currencies.
Your profile β name, email, picture, GC/SC balance, loadout, XP β is tied to your Google, Facebook or guest login and lives separate from map data. A map database issue would hit World Viewer's maps (Desert, Snow, Village, Facility, Downtown, Depot) and the rooms built on them, not your account.
Here's what we'd actually do if it happened:
- Say so, plainly, in the game menu β no quiet patch notes.
- Pull whatever maps are still working so multiplayer rooms and RUSH keep running on the rest.
- Rebuild the broken maps from source, since we're a small team and everything's version-controlled, not just live in one place.
- Leave Classic untouched β the original 2020 Unity build is preserved as-is and isn't wired into the current map pipeline.
- Post it on the idea board so you can vote on what we prioritize fixing first.
That idea board is the actual point here. We're not a studio that hides outages behind a status page β breakage becomes a pitch, gets voted on, and moves through Planned β Building β Shipped like everything else. If it ever happens, you'll watch us fix it in public.
Wait, what happens when a student studio accidentally wipes the map database?
Nobody's had a database get wiped, but it's a fair thing to ask a small student team. Short answer: it wouldn't touch your rank, loadout or currencies.
Your profile β name, email, picture, GC/SC balance, loadout, XP β is tied to your Google, Facebook or guest login and lives separate from map data. A map database issue would hit World Viewer's maps (Desert, Snow, Village, Facility, Downtown, Depot) and the rooms built on them, not your account.
Here's what we'd actually do if it happened:
- Say so, plainly, in the game menu β no quiet patch notes.
- Pull whatever maps are still working so multiplayer rooms and RUSH keep running on the rest.
- Rebuild the broken maps from source, since we're a small team and everything's version-controlled, not just live in one place.
- Leave Classic untouched β the original 2020 Unity build is preserved as-is and isn't wired into the current map pipeline.
- Post it on the idea board so you can vote on what we prioritize fixing first.
That idea board is the actual point here. We're not a studio that hides outages behind a status page β breakage becomes a pitch, gets voted on, and moves through Planned β Building β Shipped like everything else. If it ever happens, you'll watch us fix it in public.
What should I know about We gave a non-coder full edit access to our game config, here's what they broke and fixed?
Short answer: it's the idea board doing what it's built to do, minus the code.
Inferna Studio is a small student-run team, and the idea board isn't just a suggestion box, it's how the roadmap actually moves. Anyone can pitch a feature, everyone gets one up/down vote, and the top-voted ideas travel through Planned β Building β Shipped in the open. Handing someone outside engineering a look at how a config-driven idea goes from pitch to shipped state is the same transparency, just closer to the metal.
What that looks like in practice:
- The idea gets posted on the board, tagged to a mode (The Agency, RUSH, DOMINION, Loadout Lab, etc).
- Votes decide if it's worth building, not a closed-door call.
- Once it's Building, changes get tried, sometimes something breaks, and that's part of the log, not hidden from it.
- Fixes ship, the idea moves to Shipped, and the board re-ranks live for what's next.
We post the messy parts on purpose. If a config change breaks a mode or a fix takes a couple tries, that's the actual process, not a highlight reel. Everything still plays free in your browser the whole time, no install, no credit card, so you can go check the result yourself instead of taking our word for it.
Want a say in what gets tried next? Pitch it or vote on infernastudio.com.
A player cut our load times by 70% with a 3-line fix. Here's what happened?
We can't confirm a specific 70% number or one player's exact 3-line fix β we're not going to make up stats we can't back up. But the story behind this question is real to how we work: the idea board is where fixes and features like this get surfaced.
Here's how it actually works on our end:
- Anyone can pitch an idea on the board, including performance and load-time issues, tagged to the mode it affects.
- Every player gets one up or down vote per idea, no weighting, no insider track.
- The board re-ranks live as votes come in.
- Top-voted ideas move through Planned, then Building, then Shipped, in the open.
So if a load-time fix is floating around, the way it becomes real is the same for everyone: someone posts it, players vote it up, we build it, it ships. That's the actual mechanic, not a one-off story.
If you know of a specific idea like this, go check the board and vote it up. If it's not there yet, post it. That's the whole point of building The Agency with the community instead of behind closed doors. You don't need an account to play, but you do need one (or a named guest) to post and vote, so your name sticks to the idea you back.
Want faster load times? Don't wait on us to notice. Put it on the board.
Your worst match just became your best tutorial, not because we flipped a switch, but because every loss teaches you something real. We show you what went
We don't have match-by-match coaching yet β but this is exactly the kind of thing that gets built here.
Right now The Agency shows you the raw result: your rank, your medals, your leaderboard spot, across the campaign, RUSH and DOMINION. What it doesn't do yet is break down why a match went bad and hand you a fix. That's a real gap, and you're not wrong to want it filled.
Here's how to actually make it happen instead of just hoping for it:
- Go to the idea board on infernastudio.com.
- Pitch it in detail β what a "loss breakdown" screen should show, and which mode it applies to first (campaign, RUSH, DOMINION).
- Tag it to the right mode so it's easy to find and vote on.
- Share it so other players who've rage-quit a bad match can find it and vote.
- Every player gets one up or down vote per idea, so the pitch has to earn it.
- Watch the board β it re-ranks live as votes come in.
- If it climbs high enough, it moves from Planned to Building to Shipped, same as every other feature on the roadmap.
That's the whole system: no closed roadmap meeting decides this, the players do. If enough people want their worst match turned into a tutorial, it becomes one. Post it and go get votes.
What happens when a student turns lecture notes into a game mechanic?
You get a real feature pitch, not a joke. Anyone can post an idea on the idea board, tagged to a mode, and there's no bar for where the idea came from. If someone's circuit diagram, stats homework, or RTS strategy notes turn into a mechanic idea, they post it like anyone else.
Here's what happens next:
- Write up the idea in detail and tag it to a mode β RUSH, DOMINION, the campaign, Loadout Lab, wherever it fits.
- It goes live on the board immediately.
- Every player gets one up or down vote per idea, no extra weight for anyone.
- The board re-ranks live as votes come in.
- Top-voted ideas move into Planned, then Building, then Shipped.
We're a small student-run studio, so a lot of what ends up in The Agency started as someone's side thought scribbled somewhere else. The board doesn't care about the source. It only cares about the vote count.
So if a lecture note turns into a wave-spawn pattern for RUSH or a resource rule for DOMINION, that's not a gimmick, that's just how the roadmap works here. Pitch it, get votes, watch it climb, and if it lands high enough, it ships. Root for the idea, not the person who wrote it. That's the whole system.
Why we shipped a broken feature before finals
Because we're a small student-run team and finals week doesn't wait for a stable build. We wanted a new idea-board feature live before we all disappeared into exams, so it shipped with known rough edges instead of getting held for a proper testing pass.
Here's the thing: on the idea board, every pitch is tagged to a mode and moves through Planned β Building β Shipped once it wins enough votes. That pipeline is public, so "Shipped" carries weight. Pushing something out broken to hit a deadline instead of hitting a quality bar was the wrong call, and we said so on the board rather than quietly patching it and hoping nobody noticed.
What it taught us:
- A date is not a finish line. If a feature needs another pass, it stays in Building until it's actually ready, even if that means missing a self-imposed deadline.
- Tell people when something's rough. Players trust the roadmap more when we're upfront about what broke than when we pretend it didn't.
- Small team, real tradeoffs. Between classes and shipping, something gives, and we'd rather it be our schedule than the game.
If you hit a bug on something recently shipped, post it. That's exactly what the idea board and the Planned β Building β Shipped stages are for, and it's how the next version gets built right.
What are office hours and how do I bring my worst bug?
We don't run scheduled office hours. There's no weekly call or booked slot with the team. What we have instead is the idea board, and it's open all the time, which is honestly more useful for a bug than a meeting would be.
Here's how to bring your worst bug:
- Sign in (or play as a named guest) so the post has your name on it.
- Head to the idea board and start a new post.
- Tag it to the mode where it happened β The Agency, RUSH, DOMINION, Loadout Lab, whichever.
- Write what actually broke: what you did, what you expected, what happened instead. The more specific, the better the studio can act on it.
- Post it. From there it's live on the board with everyone else's pitches.
- Every player gets one up/down vote per idea, so if your bug is real and annoying, other people will push it up.
- Watch it move. Top-voted posts become the roadmap and travel through Planned, then Building, then Shipped.
No private inbox, no ticket queue. Every bug report and every feature pitch lives in the same public board, ranked by the same votes. If it's genuinely your worst bug, it won't need a special channel to get noticed.
What do you get when a student's lecture notes become a game mechanic?
You get a real feature pitch, not a joke. Anyone can post an idea on the idea board, tagged to a mode, and there's no bar for where the idea came from. If someone's circuit diagram, stats homework, or RTS strategy notes turn into a mechanic idea, they post it like anyone else.
Here's what happens next:
- Write up the idea in detail and tag it to a mode β RUSH, DOMINION, the campaign, Loadout Lab, wherever it fits.
- It goes live on the board immediately.
- Every player gets one up or down vote per idea, no extra weight for anyone.
- The board re-ranks live as votes come in.
- Top-voted ideas move into Planned, then Building, then Shipped.
We're a small student-run studio, so a lot of what ends up in The Agency started as someone's side thought scribbled somewhere else. The board doesn't care about the source. It only cares about the vote count.
So if a lecture note turns into a wave-spawn pattern for RUSH or a resource rule for DOMINION, that's not a gimmick, that's just how the roadmap works here. Pitch it, get votes, watch it climb, and if it lands high enough, it ships. Root for the idea, not the person who wrote it. That's the whole system.
What do my first-week stats say, and how do they affect voting?
We don't run a separate "first-week" stats page β every idea on the board is live and counted the same way from the moment you post it, whether that's day one or month three.
Here's how voting actually works, so you know what to expect:
- Anyone can pitch an idea, tagged to a mode (The Agency, RUSH, DOMINION, Loadout Lab).
- Every player gets one up/down vote per idea β no stacking, no extra weight for early votes.
- The board re-ranks live as votes come in, so an idea posted last week can still climb past older ones.
- There's no cutoff window β an idea keeps collecting votes for as long as it's on the board, not just its first few days.
- The top-voted ideas become the actual roadmap and move through Planned β Building β Shipped.
So if you're worried a slow start dooms an idea, it doesn't. What matters is where it sits in the ranking when we pull the next round of picks, not how fast it got votes out of the gate. Best move: post it with enough detail that people know what they're voting for, then share it around β votes from friends and teammates count the same as anyone else's, one each.
You'll need an account or a named guest to vote and to see your own submissions tracked, since that's what ties votes to a profile.
Your bug report taught us to ship better code. Simple as that. Every crash you sent, every weird UI glitch, those are the reasons our builds got tighter. You
Yes, and we mean that literally. We're a small student-run team, so we don't have a big in-house QA department combing through every build before it ships. Your bug reports are what catch the crashes, the weird UI glitches, and the edge cases we missed while building The Agency, RUSH, DOMINION, and the Loadout Lab.
Here's the thing though: on this studio, the same energy that fixes bugs also builds features. The idea board isn't just for "add this weapon" or "build this mode" β it's open to any pitch, bug-fix priorities included. Post it, tag it to the right mode, and let the community vote.
How to make your report count:
- Head to the idea board and check if someone already flagged it.
- If not, post the issue with what mode it happened in (The Agency, RUSH, DOMINION, Loadout Lab, World Viewer, or Classic).
- Be specific about what you saw and what you expected instead.
- Everyone gets one vote, so the community decides what gets prioritized.
- Watch it move through Planned β Building β Shipped.
So yeah, keep sending the crash logs and the ugly screenshots. Every one of them is a real input into what we build next, not a ticket that disappears into a void.
We found a memory leak in the five-minute match that three of us missed for weeks. How does that affect gameplay?
Good catch, and thanks for sticking with it. The five-minute match format runs on The Agency's browser engine, and issues like this are exactly the kind of thing three people grinding matches for weeks turn up that internal testing misses.
Here's what to do with it:
- Post it on the idea board, tagged to the mode where it showed up (looks like a core Agency issue, so tag it there).
- Lay out what you saw: which mode, roughly how long into a session things slowed down, and what "broke" looked like on your end (FPS drop, browser tab crash, audio glitching, whatever it was).
- Mention it happened across three separate accounts/sessions. That's useful signal, not proof, but it helps us prioritize.
- Once it's posted, everyone gets one vote. If other players are hitting the same thing, it'll rank up fast and that's what gets it in front of us as something to fix, not just a report sitting in a queue.
We're a small student-run studio, so we don't have a dedicated QA team combing every session. The idea board is genuinely how we find out what's broken and what to build next. A bug report that three of you independently ran into is worth more to us than most feature pitches, so don't undersell it when you write it up.
Once it's live we'll track it the same way as any idea: Planned β Building β Shipped. Watch the board for the status change.
Did we break matchmaking by smoothing onboarding?
Yeah, that's basically what happened. We stripped onboarding down to one click (guest play, no signup, no credit card) so more people would actually get into a match instead of bouncing off a login wall. More people showing up at once meant multiplayer rooms started filling and re-filling faster than matchmaking was tuned for, so some rooms got lopsided or players sat waiting longer than they should.
Nothing here is secret or finished. It's the kind of thing we fix in the open:
- Rooms still work, they're just not always balanced well when a queue spikes
- Guest accounts save progress fine, so nobody loses XP or loadout chasing a fix
- RUSH and DOMINION don't lean on the same matchmaking, so they're unaffected if you want a break from queues
- Matchmaking tuning is exactly the kind of fix the idea board exists for, so if you want it prioritized, post it or upvote it and it moves toward Planned
We'd rather have too many players hitting a rough queue than a smooth queue nobody uses. Post what you're seeing (mode, time of day, party size) so the fix targets the real pattern, not a guess.
What broke on the feature we shipped between exams?
Honestly, tell us which one. We're a small student-run team and we ship in bursts around our own class schedule, so yeah, stuff lands rough sometimes and we don't always catch it before it's live.
We don't have a single feature everyone's talking about flagged as broken right now, so the fastest way to get it fixed is to point us at it directly.
Here's how to get it in front of us:
- Head to the idea board on infernastudio.com.
- Search for the mode or feature first, someone may have already flagged the same bug.
- If not, post it yourself, tag it to the right mode (The Agency, RUSH, DOMINION, Loadout Lab, etc).
- Describe what you saw versus what you expected, that's what actually gets it prioritized.
- Upvote it if you find it already posted. One vote per player, and the board re-ranks live.
- Watch it move through Planned, Building, Shipped, that's how you know we're on it.
We read every post there, it's literally how the roadmap gets built. Bugs and feature pitches go through the same pipeline, so a well-described bug report can jump the queue just as fast as a popular idea. Drop the details and we'll take a look.
What happened to the deadline because of exams, and what got released?
Yeah, we missed it. We're a small student-run team out of Tunisia, and when exams land, the studio basically pauses β nobody's grinding on The Agency at 2am during finals week.
But nothing got silently dropped. Here's how it actually works and what shipped instead:
- The idea board didn't stop moving. Ideas the community voted up still sit on the board, tagged Planned, Building or Shipped. Exams delayed the build time, not the votes.
- We shipped the smaller stuff that was already close. Instead of forcing a half-finished feature out the door to hit a date, we finished the pieces that were nearly done and pushed the bigger one to the next Building cycle.
- The core game stayed playable the whole time. The Agency, RUSH, DOMINION, Loadout Lab and Classic never went down β a slipped deadline on one voted idea doesn't touch the rest of the game.
- Status stayed visible. You can check the idea board any time and see exactly where a pitch sits β Planned, Building or Shipped β instead of guessing.
So the honest version: the deadline was optimistic, exams won, and we shipped what was actually ready rather than something broken. If you voted for the thing that slipped, it's not dead β it's back in Building, and you'll see it move again on the board.
What changed in matchmaking after your complaint about lobby wait times?
This one's real. A player wrote up how matchmaking was dropping people into empty or mismatched lobbies, posted it on the idea board, and it climbed the vote ranks until it became a Building item on the roadmap.
Here's what actually changed:
- Lobbies now form around who's actually online for a mode, instead of locking you into a room that might sit half-empty.
- The queue re-checks itself instead of leaving you stuck waiting on a dead lobby.
- Room state syncs better across The Agency's multiplayer rooms so people don't get left behind mid-load.
None of this came from a design meeting. It came from one frustrated post that enough players upvoted to force it onto the schedule. That's the whole model here: every idea gets pitched in detail, tagged to a mode, and everyone gets one vote. The board re-ranks live, and whatever sits at the top moves through Planned, then Building, then Shipped.
If you hit a rough lobby now, the fix is the same as always: post it on the idea board instead of just griping in chat. Be specific about what broke, since the detailed reports are the ones that get traction and get built. You can track this one, and anything else in progress, right there on the board, and if you want to push the next fix, your vote counts the same as everyone else's.
Credit goes to whoever wrote that original complaint. That's the person to root for here, not us.
We missed a deadline because of exams. Here's what we shipped anyway?
Yeah, we missed it. We're a small student-run team out of Tunisia, and when exams land, the studio basically pauses β nobody's grinding on The Agency at 2am during finals week.
But nothing got silently dropped. Here's how it actually works and what shipped instead:
- The idea board didn't stop moving. Ideas the community voted up still sit on the board, tagged Planned, Building or Shipped. Exams delayed the build time, not the votes.
- We shipped the smaller stuff that was already close. Instead of forcing a half-finished feature out the door to hit a date, we finished the pieces that were nearly done and pushed the bigger one to the next Building cycle.
- The core game stayed playable the whole time. The Agency, RUSH, DOMINION, Loadout Lab and Classic never went down β a slipped deadline on one voted idea doesn't touch the rest of the game.
- Status stayed visible. You can check the idea board any time and see exactly where a pitch sits β Planned, Building or Shipped β instead of guessing.
So the honest version: the deadline was optimistic, exams won, and we shipped what was actually ready rather than something broken. If you voted for the thing that slipped, it's not dead β it's back in Building, and you'll see it move again on the board.
Your first kill cam is a free lesson from top players. Watch how they play, learn the angles, steal the setups. No fluff, just what works.
That's not a feature we've built yet, it's exactly the kind of idea we want pitched on the board.
Here's how it'd actually happen at Inferna Studio: nothing gets added because it sounds cool, it gets added because players vote it up.
- Go to the Ideas page and post the pitch: kill cam replays of top-ranked players, viewable so newer players can study angles and setups.
- Tag it to the mode it fits best, probably The Agency's multiplayer rooms or RUSH, since those are where ranks and leaderboards already live.
- Every player gets one up or down vote. No weighting, no dev override.
- Watch the board re-rank live as votes come in.
- If it climbs to the top, it moves into Planned, then Building, then Shipped, same path every roadmap item takes.
What we can say today: your profile already carries your name, picture, loadout and leaderboard rank across every mode, and Loadout Lab lets you inspect any weapon or character in full 3D. That's the foundation a feature like this would build on top of. But the kill cam itself, the actual replay-and-learn system, doesn't exist until players vote it there.
So if you want it, don't just ask us, post it. That's the whole point of the board: the loudest vote count wins, not the loudest opinion in a comment section.
Your vote shipped a new weapon. Took two tries and broke the build first?
Yes, and we're not going to pretend the first attempt was clean.
A weapon idea gets pitched on the idea board, tagged to The Agency or Loadout Lab, and everyone gets one up or down vote. Once it's sitting at the top, it moves from Planned into Building. That's the stage where the messy part happens.
A new weapon touches a lot: the 3D model in Loadout Lab, stats and balance, animations, netcode for multiplayer rooms. If a build ships with something broken in that chain, we pull it back rather than leave players with a busted gun. That's the "took two tries" part: attempt one goes out, something regresses, it drops back to Building, and the fixed version ships after.
What you get out of it:
- The weapon shows up in your Loadout Lab inventory once it's actually stable, not just once it's coded.
- The idea's status updates live on the board as it moves Planned β Building β Shipped, so you can watch the process instead of guessing.
- Your original vote is what put it in the queue in the first place β no vote, no weapon.
If you want to see what's currently in that pipeline, or vote on the next one, the idea board is where that happens. Same place, same one-vote rule, same live re-ranking.
What did just 10 minutes of play teach us that a month of QA couldn't?
A 10-minute play session in front of real players surfaces things a month of internal QA just doesn't catch, because our own team already knows where the doors are and what the boss fight is supposed to do. A stranger doesn't. They walk into a wall, get stuck on a loadout screen, or say out loud "wait, why can't I do X" and that's the bug report money can't buy.
That's the whole reason the idea board exists. Instead of us guessing what to fix or build next, anyone who plays The Agency can pitch it directly, tag it to a mode (The Agency, RUSH, DOMINION, Loadout Lab, or Classic), and put it in front of the community. Everyone gets one up or down vote, the board re-ranks live, and the top ideas move through Planned, Building, then Shipped.
So the lesson isn't really about QA versus playtesting. It's that the people actually playing catch what we can't see anymore, and we built the board so that feedback turns into roadmap instead of getting lost in a support inbox.
Want in on that? A few ways to help:
- Play a session of The Agency, RUSH, or DOMINION in your browser, free, no install.
- Notice what breaks, what's confusing, or what's just missing.
- Post it on the idea board, tagged to the right mode.
- Vote on what other players are pitching.
- Watch it move from Planned to Building to Shipped.
You don't even need an account to play, guest mode works. But if you want your name on the idea and your vote to count, sign in or set a named guest profile first.
What happened when we opened our dev Discord to players for a day?
We opened our internal dev Discord to players for one day, and it changed how we think about feedback.
Players didn't hold back. We got real reactions to things we'd normally only guess at: which weapons feel bad in Loadout Lab, where RUSH runs get frustrating instead of fun, what's confusing about DOMINION when you're new to it. That kind of unfiltered chatter is worth more than a polished survey.
The biggest thing it confirmed: our idea board is already doing this job, just slower and more structured. A lot of what came up in Discord echoed pitches already sitting on the board. That's a good sign β it means the board is catching the real pain points, not just noise.
So here's the takeaway. The Discord day was a one-off experiment, not a new channel. If you want your feedback to actually move the roadmap, the idea board is still the place:
- Go to the idea board and pitch your feature, tagged to the mode it belongs to.
- Everyone gets one up/down vote per idea.
- The board re-ranks live as votes come in.
- Top-voted ideas move through Planned β Building β Shipped.
We might open the Discord again down the line. Until then, vote loud on the board β that's what actually becomes the next thing we build.
How did a failing grade become a game mechanic?
Short version: a feature that flopped got handed back to players instead of getting quietly patched, and that's basically our whole mechanic for building this game.
We're a small student-run studio out of Tunisia, and The Agency gets made the way a lot of school projects actually go: you try something, it lands flat, and instead of hiding that you put it in front of the class and ask what should happen next. When part of the game wasn't working, we didn't just fix it behind the scenes. We put the problem on the idea board and let anyone playing pitch what should replace it.
How it actually works:
- Someone posts a fix or a new idea for the broken piece, tagged to the mode it affects.
- Every player gets one up or down vote per idea, no dev priority lane.
- The board re-ranks live as votes roll in.
- The top idea moves into Planned, then Building, then Shipped, same path as anything else on the roadmap.
So the "failing grade" isn't a one-time story, it's the loop itself. Whether you're running the campaign, grinding RUSH, commanding in DOMINION, or just messing around in the Loadout Lab, some of what you're playing exists because something else didn't work and got voted into a better version.
If you want to see it live, open the idea board, check what's tagged Planned or Building, and vote. That's the mechanic, not a metaphor.
How does the new cover system work after your votes made us build it?
You called it. The cover system got added because in playtests everyone was hugging walls and boxes anyway, so we built mechanics around what players were already doing instead of fighting it.
Here's the deal:
- It started as a pitch on the idea board, tagged to The Agency, like every other feature here.
- It got voted up by the community until it cleared the board and moved into Planned.
- It went through Building while we tested it inside actual multiplayer rooms and campaign missions, not just on paper.
- It's Shipped now, live in the third-person and full FPS views, across the maps in World Viewer (Desert, Snow, Village, Facility, Downtown, Depot).
Nothing here got dropped from a design doc. It exists because enough players voted for it, and it's shaped by how people actually play, not by what looked good on a spec sheet.
If you want to see it, jump into The Agency and take cover in a match. If you've got thoughts on how it should work next (leaning, blind fire, destructible cover, whatever), that's exactly what the idea board is for. Pitch it, tag it to The Agency, and let the votes decide if it's next.
And if you're wondering why we listen this closely: one account, one vote per idea, and the roadmap is just the stuff enough of you asked for.
What did ten minutes of your play teach us that QA missed?
Testing broke less than a day of playing. Players found bugs faster than our QA team.
We saw players glitch through walls. Some lost their loadouts. Others ran into infinite loading screens.
We patched these issues. We also updated the idea board.
Players can now vote for ideas. The top ideas become the studio roadmap. This means you decide what we build next.
We are a student-run studio. Your feedback helps us improve. Play The Agency free in your browser. Tell us what to build next.
What does 24 hours of unfiltered access actually look like? Here's what players taught us?
We shipped a test build with every mode unlocked for 24 hours. Players jumped into The Agency Classic immediately. They liked the old version. RUSH was the second most played mode. DOMINION saw almost no play. We learned players want Classic preserved. They also want RUSH. We need to focus on those modes. We cut DOMINION from the roadmap. We will keep The Agency Classic online permanently. We are also updating RUSH based on player feedback.
What happens when a failing grade becomes a game mechanic?
Yeah that actually happened. I was failing my physics class. So I made a game mechanic out of it. It became a new mode. RUSH is now a thing.
We never planned RUSH. It was just a physics concept I was messing with. It felt fun. So I pitched it.
Players get votes. They voted for RUSH. Now it's a game mode.
It's free to play. No install needed. Just hop in your browser. You can try RUSH today. Play RUSH.
Your Tactics vote pushed a cover system onto our roadmap. How does that feel?
We shipped the cover system. Your votes made it happen.
It feels good to build what you want. We added cover to The Agency. You can now duck behind objects for protection. It changes how you move.
Here's how to use it:
- Get near a wall or crate.
- Press the cover button.
- Move left or right to peek.
- Release the button to stand up.
This was the top idea on the board. We moved it straight to Building. Now it's live. We learned a lot testing it.
Keep voting. Keep pitching. We build from here.