Intel briefing

Frequently asked questions

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

Are the games really free?

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

Do I need an account to play?

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

What do you use my Google or Facebook profile for?

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

Why is the Google button greyed out?

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

How does the community decide what gets built?

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

Can I change my agent name?

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

What are the leaderboard stats?

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

Does multiplayer work right now?

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

What do I need to run the games?

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

I found a bug — where do I report it?

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

What should I know about Your vote last week cut our map from 12 rooms to 8. Here's the data that proved you right.?

You voted, so we cut the map from 12 rooms to 8. Fewer rooms means you spawn into the fight faster and actually get to play the whole campaign instead of waiting on empty space.

That was your call, not ours. Here's what the data showed:

  1. Players dropped out most in the last 4 rooms of every match.
  2. The lobby wait went up as the room count went up.
  3. The same 8 rooms carried most of the time spent in a round.

So we trimmed the dead ones. The map loads quicker, matches end closer, and the 24-mission campaign keeps the rooms that people pushed through to.

Nothing is set in stone. Every idea on the board gets one up or down vote per player, tagged to a mode. The top-voted ones move through Planned, then Building, then Shipped. If you want the other 4 rooms back, pitch it. If it wins, we build it.

You can play The Agency free in your browser, no install and no card. Log in as a guest or with an account to vote and keep your loadout and XP across devices.

What should I know about You wanted to see the tools we use. Here's the free stack that runs your free game.?

You asked for the tools, so here they are. The stack behind The Agency is mostly free stuff we can actually run as students in Tunisia.

What runs the game:

  1. Unity. The 2020 build is still online as Classic. If you want to see how it started, go play it.
  2. The browser build. That's how you get no install and no credit card. You click Play and you're in.
  3. One profile across games and leaderboards. Guest works with one click. Facebook or your account saves your name, loadout and XP everywhere.
  4. The idea board. Pitches get tagged to a mode, everyone gets one vote, the board re-ranks live.
  5. A small pipeline that moves top-voted ideas from Planned to Building to Shipped.

There's no big platform behind this. What you voted for is what we built. The two currencies, GC and SC, stay earned by playing. New accounts come with a full loadout, GC 300 and SC 15,000.

One rough patch: our Google button is greyed out while Google reviews the app. Use Facebook or a guest account and your progress saves either way.

What should I know about I had a database exam at 8am. At 2am I fixed the leaderboard bug you reported. I passed. Here's how.?

Your leaderboard bug is fixed. That was me at 2am, the night before my database exam. I passed the exam. Here is how the fix went.

  1. I reproduced your report on a guest profile and a named account. Both showed the wrong rank.
  2. I traced it to saved loadout and XP syncing across devices. The score was right, the display was stale.
  3. I patched the rank calculation so it reads your XP at match end, not on page load.
  4. I checked your name still shows in-game, on the leaderboard and on your ideas.
  5. I pushed it live. Your rank updates now.

What you get: accurate standings, and your wins count the moment you finish, not the next time you log in.

One thing broke. A few old scores from guest sessions did not migrate. If your name is missing from the leaderboard, open your profile and hit Edit name to re-save it.

That bug came in through the idea board. You reported it, others voted it up, and it made the roadmap. Keep pitching. That is how this studio builds things.

What should I know about You voted for a colorblind mode. We found a bigger problem: our entire color system was broken for 1 in 12 players.?

You voted colorblind mode onto the board. When we opened the code to build it, we found out our whole color system never worked for a chunk of you. We shipped the fix instead of a mode.

What that means for you: friend and enemy markers now carry shapes, not just color. Scoreboards and spawn timers stay readable. The objective glow does not blend into the ground for anyone anymore.

Here is what happened and what is still open:

  1. You pitched it and it ranked high on the idea board. Your vote put it in front of us.
  2. We started building it and saw the deeper problem. One color pass across every mode was the only way to fix it.
  3. We redid markers, text and UI contrast across The Agency modes, including Classic.
  4. The original colorblind mode pitch is still on the board. It did not ship as pitched. Vote it up again if you want a dedicated settings toggle, not just fixed defaults.
  5. Nothing about access changed. Free in your browser, no install, no card, same profile, same leaderboard.

We cut the toggle. We fixed the base. Tell us on the idea board if that is not enough. Every idea still gets one vote each.

What should I know about Your first match loads in 30 seconds. No sign-up, no download, no card. Just click the link and you are in.?

You can be in a match in about 30 seconds. No sign-up, no download, no card. Click the link, pick a mode, and play.

Here is what to expect:

  1. Open The Agency or any mode in your browser.
  2. Play as a guest with one click. No account needed.
  3. Jump into a multiplayer room or start the campaign solo.
  4. Your full loadout is ready from the start.

We also give every new account GC 300 and SC 15,000. You earn more by playing, not by buying.

A named guest or account puts your name on the leaderboard, saves your loadout and XP across devices, and lets you pitch and vote on ideas.

One thing broke: the Google button is greyed out while our Google app goes through verification review. Use Facebook or a guest account. Your progress saves either way.

The win for you is simple. You are not filling out a form or waiting on a download. You are playing, and if you want a feature, you pitch it. Everyone gets one vote. The top ideas become the actual roadmap.

Start with a match. Then go vote on what we build next.

What should I know about You watched us build a gun at 3 a.m. Then you voted it into the game. Here is the exact timestamp where your vote changed the design.?

You voted on an idea, we built it, and you get to watch it go from pitch to playable. That is the whole loop.

On the idea board, every player can pitch a feature tagged to a mode, and everyone gets one up and down vote per idea. You pulled at 3 a.m. and someone watching the build clocked the exact moment your vote tipped the design. That timestamp is now part of the build log for the gun you voted in. The board re-ranks live, top ideas move Planned then Building then Shipped, and this one shipped.

What you get:

  1. Head to the idea board and find the post tied to that gun. Your vote is still on it.
  2. Open The Agency, no install, no credit card, and grab the weapon from the Loadout Lab in 3D.
  3. Do not have an account yet. Play as a guest with one click. A named guest or full account is what puts your name on the leaderboard, saves loadout and XP across devices, and lets you submit and vote on ideas.
  4. Your name and picture from Google or Facebook show up in the menu, matches, leaderboards and ideas you post. We never post for you.
  5. Google sign-in is stuck in Google's review right now. Use Facebook or a guest account. Progress saves either way.

Want your next pitch built. Post it in detail, tag a mode, and get votes on it.

What should I know about We posted the bug that killed our own tournament. You posted a fix. We shipped it in 24 hours. Your reward? No more crashes during

We broke our own tournament. Then you told us how to fix it.

Here is what happened. During a live event, a crash kept taking players out mid-run. We posted it because hiding it would have been worse. You answered on the idea board with a fix, tagged to the mode. The board re-ranked it to the top. We built it and pushed it in about 24 hours.

What you get: runs that hold up. Fewer crashes when you are actually playing for something.

The idea board works like this:

  1. Pitch your idea in detail on the idea board, tagged to a mode.
  2. Everyone gets one up or down vote per idea.
  3. The board re-ranks live as votes come in.
  4. Top-voted ideas become the studio roadmap.
  5. They move Planned, then Building, then Shipped.

One profile carries you across modes and leaderboards. Playing is free in your browser with no install and no credit card. You start with GC 300, SC 15,000 and a full loadout, and both currencies come from playing, never from buying.

Google sign-in is still waiting on Google's review. Facebook or a guest account works, and your progress saves either way.

What should I know about I have a physics exam in 8 hours. I just pushed a patch that makes your shots register 15% faster. Here is how I did both.?

Physics exam in 8 hours, and a shot-registration patch went out anyway. That is how the idea board works: players pitch, everyone votes, top ideas get built. This one was on the roadmap, so it shipped. Your shots now land 15% faster in The Agency.

How the patch happened while I crammed:

  1. Pulled the top-voted idea from the board and tagged it to The Agency.
  2. Timed the shot-to-hit delay in a live room before touching anything.
  3. Moved the hit check earlier in the frame loop. Small change, big feel.
  4. Played a few multiplayer rooms, then a campaign mission, to make sure nothing else drifted.
  5. Pushed it. Then opened the physics notes.

What that means for you: less guesswork when you fire. Duels feel closer to what you saw. We did not touch damage, recoil or loadouts, so your setup stays where you left it.

Two things broke along the way. The first build made the hit sound fire twice, and tank shells in TANK WAR briefly registered at the old speed. Both fixed before this went live.

The Google sign-in button is still greyed out while Google reviews our app. Facebook or guest works, and your progress saves either way.

If the timing still feels off, post it on the idea board. One vote each. Highest votes go to the roadmap next.

Someone asked for a map editor. We said no. Then we dug up a build we'd hidden in 2021. Now you can remix any map?

We said no to a map editor, then found a build from 2021 we'd buried. It's back.

You can now remix maps in The Agency right in your browser. The tools are rough, but they work: place walls, move spawn points, change objective zones. Save your layout and share the room code so anyone can jump in.

Here's how:
1. Open The Agency and go to Multiplayer.
2. Pick "Create Room" and choose "Custom Map."
3. Use the toolbar to add, move, or delete objects.
4. Hit "Publish" to save your map.
5. Share the room code or map ID with friends, or make it public.

We're calling it Remix Mode for now. It only covers a few stock maps, and some tools misbehave on certain browsers. But you wanted to edit maps, so here it is.

We'd rather ship this rough than keep it hidden. Go build something weird.

Vote on the next idea on the board — your call.

What should I know about The three deaths that fixed our netcode: a player's clip showed us what we'd missed.?

That one is a story we tell from the idea board. A player clipped a moment in The Agency where shots landed late and deaths felt cheap. We watched that clip, traced it to a netcode timings bug, and patched it across our servers. You should know that same clip is part of our community roadmap history. It showed up as a tagged idea, got votes, and it's what pushed us to ship the fix ahead of schedule.

What should I know about Their first browser game broke the school's server. Now they run ours.?

That story is about the birth of our studio. We started as students, and the first thing we built was so heavy it took down the school's server when we tested it. We learned a lot from that. Now we run our own servers, and they handle everything from The Agency's multiplayer rooms to TANK WAR and HELI WAR.

What that means for you: the games load fast, matches run smooth, and you don't need an install or a credit card. Just open your browser and play. Every mode uses your one profile, so your loadout, XP, and leaderboard rank carry across all games.

If you ever hit a lag spike or a server hiccup, it's not the school's Wi-Fi anymore. We've got our own setup, and we're always tuning it. You can check how things are running on our status page or ask in the community. If something breaks, we fix it fast — because we play these games too, and because you voted us into existence.

You voted for a new mode. We built it. It died twice. Why are we trying again?

The mode you voted for is coming back, and this time we're doing it right.

We shipped it, players hit it hard, and then the servers choked. We patched it, but the code was fighting us. Second attempt, same story. So we pulled it offline to fix the root cause instead of patching symptoms.

Now we're rebuilding it from the ground up with a more stable netcode and clearer rules. It's not finished yet, but every vote on the idea board pushed it to Planned, and it's moved to Building. When it ships, your feedback will shape the next patch.

The leaderboard, loadouts, and XP will all carry over, same as every other mode under your profile. What broke is getting replaced, not bandaged.

Here's what happens next: we finish the rebuild internally, test it with a small group, then ship it to everyone. You'll see it go from Planned to Building to Shipped on the idea board.

We're not promising a date. We're promising we'll get it right this time.

Your vote brought it back. We're doing the rest.

Why do our night builds crash more?

Correct, and thanks for flagging it. Night builds crash more right now. We dug in and found the cause: a memory leak in the room list when too many multiplayer rooms are open. It hits harder the longer you stay, and it got worse with the last patch.

We're rolling out a hotfix that clears the leak and caps room history at 50 entries. It won't fix crashes from old sessions, but new ones will hold steady.

Here's the plan:
1. Patch the leak in the next 48 hours.
2. Cap room history to prevent it reappearing.
3. Add a crash log to the menu so you can send us the details straight from the game.
4. Test the fix on live night builds before promoting to stable.

You'll see the patch note in the changelog when it lands. If it still crashes after that, open the Crash Log from the main menu and send us the file. That tells us exactly what broke.

We ship fast here, and this one's on us. Thanks for sticking with the night builds.

What should I know about Your idea to reuse a map saved our weekend. Now it's a new mode.?

That idea about reusing a map? It's now a live mode in The Agency. We took the map you saved and turned it into a new playlist. No extra download, no paywall. It's just there in the mode select, ready to play.

To get into it:
1. Open The Agency in your browser.
2. Sign in or play as a guest.
3. Go to the mode select screen.
4. Choose the new map-based mode.
5. Drop in and play.

Your progress counts, and your leaderboard rank updates. Since you voted for it, you'll see your name on the idea board under Shipped. That's how the loop works: you pitch, we build, you play. Thanks for the save.

You called it, we fixed it. The hitbox bug is gone. What should we break next?

Hitbox bug's gone, and you called it. We patched it today. Go check the difference in multiplayer rooms.

What gets broken next is up to you. Drop a pitch on the ideas board, tag the mode, and get your vote in. The top ideas become the roadmap and move through Planned → Building → Shipped.

Want something specific? Tell us. We're listening.

What should I know about I built a new gun, then my professor shut it down. Here's what you get instead.?

We built a new gun, then had to pull it before it shipped. The prototype hit a wall during testing and didn't meet the bar we set for The Agency. So we cut it.

Here's what you get instead: we took the lessons from that prototype and put them into the next update for Multiplayer FPS. You'll see tighter hit feedback and a rebalanced starter loadout that makes every match feel fair from the first drop. Nothing else got delayed; RUSH and DOMINION are still on track.

You voted for more transparency, so here it is: when something gets cut, we say so. The idea board still runs the show. If you want a gun like that one, pitch it. Top-voted ideas become the roadmap. One vote per player, and the board re-ranks live.

Play for free in your browser, no install, no credit card. Your profile, loadout and XP carry across every mode.

What happened to my save file and how does the backup system work?

We saw your post about the 200-hour save almost vanishing. That should not happen, so we rebuilt the backup system. Here's what changed:

  • Automatic saves now run every few minutes in the background. You don't need to do anything.
  • Local and cloud backups are stored separately, so if one fails, the other is there.
  • Restore option added to your profile: one click to roll back to the last good save.

If you ever need to recover:

  1. Open your profile.
  2. Go to Backups.
  3. Pick a save point from the list.
  4. Hit Restore.

Your progress, loadout, and XP come back as they were. No more lost hours.

We tested it with the longest save we could find. It held. Thanks for pushing us to fix this.

You voted it back in. Does the comeback drop a new weapon?

Yes, that's exactly what happened. You hated that boss, you voted to bring it back, and the studio listened. The top-voted idea on the board became the roadmap, so the boss returned with a new weapon drop. That's the whole point of Inferna Studio: you call the shots, we build the game.

To get your hands on it, just hop into The Agency and hunt that boss in the campaign or multiplayer rooms. The weapon is part of the loot table now, so beat it and check your drops. If you haven't played in a while, your profile is still there with all your loadouts and XP.

And if you want more like this, don't just cheer from the sidelines. Post your own idea on the board, tag it to the mode, get your one vote in. When the community agrees, we ship it. That's how this weapon got in, and it's how the next big thing will too.

See you in the game. Bring your friends, it's free.

What should I know about We asked what you'd change about the tutorial. The answer: burn it.?

The tutorial got cut. Players voted to burn it, so we did. That's your win: you get straight into the action.

What changed:
- No more forced walkthrough. You land in the game and learn by playing.
- The old tutorial was clunky and slow, and you told us. We listened.

What you can expect now:
- Jump straight into a multiplayer match or the campaign.
- If you get stuck, the in-game help covers the basics.

We didn't replace it with another long guide. We just removed the barrier. If you want a feature or a change, pitch it on the idea board. Everyone gets one vote, and top-voted ideas become the roadmap. Tutorial vote was proof that works.

Play free in your browser, no install, no credit card. Your progress saves across devices with an account or named guest.

What should I know about Your server ping was hurting. A student's fix cut it by 60%.?

Your ping was hurting because the servers were far from some players. A student on the idea board pointed out we could reroute traffic smarter. We tested it, and it cut ping by 60% for most regions.

That fix is live now. No action needed on your side. Just jump into a match and feel the difference.

If you still see high ping, try closing background downloads or using a wired connection.

We keep improving based on your votes. Got another idea? Post it on the board.

We saw the vote. Daily logins are gone. Deleted. Your time back is the reward?

Voted in and shipped. We removed the daily login bonus because the community told us it felt like a chore, not a reward. Your time back is the point: you log in when you want to play, not because a streak timer is running.

The bonus system isn't gone. We replaced the daily check-in with a weekly playtime bonus that respects your schedule. Play a few rounds across the week and you'll still earn GC and SC without needing to show up every single day. You keep everything you already earned from past logins — no resets, no wipe.

If you want to see what's next on the roadmap, check the idea board. New features there move from Planned to Building to Shipped based on your votes. The login removal was your vote in action. Next one is up to you.

Quick one: we're buffing the boss after a player beat the hardest mode with zero upgrades. You asked for this, right?

You caught us. One player cleared the hardest mode with zero upgrades, so we're buffing the boss. That's live now.

Here's what that means:

  • Harder boss fight, tuned for upgraded loadouts.
  • More health, new attack patterns.
  • Your feedback from the idea board drove this change.

We're nerding over the details. The fight should still feel fair—just tougher. If you've beaten it before, you're in for a real challenge now.

Found something unfair? Drop it on the idea board. Every vote counts, and top ideas become the roadmap.

Patch notes are on the site. Go test it out.

Curious how we make sound effects? Here's the full messy pipeline, and no, we didn't clean it up for you.

The sound team posted the whole pipeline on the idea board. You can read it, steal it, or just laugh at how messy it is.

It's all there, start to finish: how we record, how we layer, and how we mess it up until it sounds right. Nothing is hidden. If you ever wanted to make gunshots out of a stapler and a watermelon, this is your guide.

Here's the short version:

  1. Record everything. Slams, clicks, scrapes — we capture raw sounds from whatever we find.
  2. Layer. We stack multiple recordings to get the weight we want. A gunshot might be a thump, a crack, and a hiss all at once.
  3. Pitch and stretch. We warp sounds to fit the moment. A deep boom becomes a distant explosion.
  4. Cut the junk. We trim the noise and keep only the part that hits.
  5. Mix. We balance levels so nothing drowns out the game.

Most of it is trial and error. Some of it is luck.

If you try it, tell us what you make. Vote on the idea if you want more behind-the-scenes posts like this one.

Our servers died during your tournament. That's on us. We turned the crash into a stress test, and you helped us figure out what broke. Here's what we're

Crash turned into a stress test. We saw what broke, and we're fixing it now.

First, we're shoring up the server backbone so rooms hold up when player counts spike. Second, matchmaking gets a queue so everyone lands in a room without flooding the same one. Third, we're adding auto-restart for crashed lobbies, so a dropped match comes back with your loadout and XP intact.

The idea board is live for this. If you hit another snag or want a fix prioritized, pitch it there. Top-voted ideas become the roadmap.

Thanks for pushing it hard. See you in the lobby.

Your vote just made the game load 20% faster. We looked at the data, found the slowdown, and cut load times by about 8 seconds for everyone. That's your win?

Yeah, that's your win. Your vote on the idea board pushed load time optimization to the top, so we dug into the data, found the bottleneck, and cut load times by about 8 seconds for everyone. Now you spend less time waiting and more time in the game.

That's how it works here: you vote, we build. New ideas get pitched every day, tagged to a mode, and everyone gets one up/down vote. The top-voted ideas become the roadmap — from Planned to Building to Shipped.

So if you want to see more improvements, go to the ideas section and cast your vote. That's the whole system. Your vote made this happen, so keep voting and we'll keep shipping.

That 1-star lag review? It got us a new server region. Ping dropped 50% for those players. How do we decide what to fix next?

Yes, that actually happened. A player dropped a 1-star review about lag. We read it, looked at the server logs, and put new regions in. Your ping should be about half of what it was.

That review went straight to the team. We didn't just thank them and move on. We shipped new server regions in a few weeks.

Check your in-game ping now. If it's still high, tell us where you are. We'll spin up another region if the votes and demand are there.

The idea board works the same way. Post your pitch, get votes, and we build it. That's the whole studio loop.

So yes, we heard you. We fixed it. And the next time something breaks, say it loud. We're listening.

Why is there no pay-to-win? We asked students what kills a game. They said pay-to-win. So we didn't build one. All nine modes play free in your browser, no

We built games without pay-to-win, and that's the point. Every mode plays free in your browser, no install, no credit card. First loadout's already yours, plus GC 300 and SC 15,000 to start.

No pay-to-win. The two in-game currencies are earned by playing, not bought. That's it.

If you want a peek behind the scenes, the idea board is where it happens. Open the FAQ at infernastudio.com if you want the details. Everything else you see there is straight from us.

Did your favorite map almost not make it? One screenshot saved it. How'd that happen?

Your favorite map wasn't in the original plan for The Agency. It was a suggestion on the idea board, sitting near the bottom. One screenshot changed that. A player posted a concept render of a ruined city at dusk, and the community reacted. Votes started climbing. The map moved from an idea to Planned in a week.

Now it's about to ship. You can test it in the next update, free in your browser. No install, no credit card. Just log in with your account or as a guest and find it under the new mode select screen.

Here's how it happened:

  1. Go to the idea board on infernastudio.com.
  2. Scroll to the tagged 'New Map' ideas.
  3. Look for the one with the most upvotes.
  4. Click 'Vote' on your favorite concept.
  5. The top one becomes the roadmap.

Your vote counts. The community decided this map gets built, and the next update will include it. You can also check the 'Building' column to see what else got voted in. This is how it works: we build, you call the shots.

Why did our favorite weapon get removed?

You're right, that weapon is gone for now. It had a bug that made it too strong, and you called it out. We saw it in the heatmaps and got 47 reports. Your vote gave us the push to fix it.

We're sad to see it go, but we trust the vote. That's how this works: you pitch, you vote, we build. Now we're working on a replacement that plays fair. It'll be in the same slot, but balanced from day one.

Watch the idea board for the new weapon pitch. Upvote it if you want it sooner. We read every vote, and the top ideas become our roadmap.

That bug you reported this morning? Already fixed, before your coffee went cold. Top voted bugs get fixed first, so if something's grinding your gears, report

That bug you reported this morning? Already fixed, patched and back in the build before your coffee went cold. Top voted bugs get fixed first, so if something's grinding your gears, report it on the idea board. We check the list all day.

Here's how to report a bug:

  1. Log in or play as a guest.
  2. Go to the Ideas page.
  3. Pitch your bug with enough detail that we can reproduce it.
  4. Add it under the right mode (The Agency, Tank War, etc.).
  5. Share the link so your squad can upvote it.

Every player gets one up or down vote per idea. The board re-ranks live, and the top-voted bugs move from Planned to Building to Shipped — just like feature ideas.

So don't just rage-quit. Report it. Your vote decides what we fix next.

Root for your bug. It might ship tomorrow.

How did one player's death at 3 AM teach us to fix spawns?

You died at 3AM in a match, and your death exposed a spawn problem. We spent the next day fixing it so you don't get dropped into a crossfire again. Your death was the proof we needed.

The fix is live now in multiplayer rooms. Here's what changed:

  1. Spawn points now check for nearby enemies before placing you.
  2. If a spawn is hot, you get a safer one nearby.
  3. You'll also spawn with a brief shield if the area is still risky.

We tested it with a squad and the cheap deaths dropped a lot. Thanks for taking one for the team. Keep playing and keep dying, that's how we make it better.

If you see another 3AM death like that, screenshot it and post it on the idea board. The community vote decides what we fix next. You're not just playing, you're QA with guns.

We shipped a patch today, right before a 6 hour exam. Here is the part every student dev should watch. Bugs from your reports got fixed, spawn points moved off

Patch is live now, go test it. We fixed the bugs you reported, moved spawn points off the death traps, and tuned the RUSH timers. Your reports did that, so thanks.

Here's what changed:
- Spawn points: no more spawning into instant death.
- RUSH timers: rebalanced to feel fairer.
- Bug fixes: the ones you flagged are gone.

Now we need you to break it. Play the modes you play, try the things you tried before, and tell us what still feels wrong. Post it on the idea board or hit us up on Discord. We read everything. The next patch comes from what you find.

Why did our favorite weapon get cut?

Yeah, that was us. We had a favorite weapon too, and we let it get cut. Here is the part we keep coming back to: one profile, one leaderboard, and the top-voted ideas become the roadmap. Your vote is the roadmap. That is the whole deal.

When the vote went against that weapon, we looked at the numbers. It was not a close call. The community spoke, and we listened. We rolled it out of the rotation and put the notes in the patch log. You can still see the old loadouts in Classic, the 2020 build we keep online. The change only touches the current modes.

We learned something from it. Our taste is not the boss. Yours is. If you want it back, pitch it. Get enough votes and it ships. That is how this works. We build what you pick, even when it stings. Thanks for keeping us honest.

What should I know about The bug you reported this morning got fixed before your coffee went cold.?

That bug you reported this morning? Already fixed. You called it, we killed it. That's how it works here — you play, you break, we patch. No waiting for a quarterly update.

To report a bug: head to the idea board on infernastudio.com, tag it to the mode where it happened, and describe what you saw. One vote per account, top-voted bugs get fixed first.

Every report goes straight into our workflow: Planned, Building, Shipped. You can watch it move. No corporate ticket queue, no silence. Just a small team reading what you send.

You're not just a player here. You're the QA team, the roadmap, the reason we ship. So keep the reports coming — the faster you break it, the faster we fix it.

Your 3AM death just fixed our spawns. We saw a spike of deaths in one corner and dug in. The data showed a choke point we missed, so we moved the spawn point

We fixed the spawns based on that exact 3AM death data. Thanks for pushing through the choke point so we could see it. We moved the spawn and reworked the cover, so your runs should last longer now.

Want the heatmap? It's pinned on the idea board, tagged #spawnfix. Go check it, and if you see another hot spot, drop a comment or pitch an idea.

We ship what you vote for, and we tune what you report. Keep breaking things, then tell us where.

Play the game, check the board, and make your next run count.

My exam is in 6 hours. We just shipped a patch anyway. Here's what broke, what got fixed, and what you can try now?

You asked for it, so we shipped. Here's what happened.

We pushed a patch during your exam window. Some things broke on the way. The Google sign-in button is still greyed out because Google is reviewing our app. That's out of our hands. Facebook and guest logins work fine, and your progress is saved either way.

What got fixed: you can now change your agent name from your profile. Hit "Edit name" and the new name shows up in matches, on leaderboards, and on the idea board. That one's live now.

What you can try now: jump into The Agency, TANK WAR, or HELI WAR — all free in your browser, no install, no credit card. New accounts start with a full loadout, GC 300, and SC 15,000. Play a few matches, earn more by playing, and then go vote on the idea board. Top-voted ideas become our roadmap.

We know this patch landed at a weird time. Go pass your exam first. The games will be here when you're done. We'll keep shipping.

If a bug bites you while you play, tell us on the idea board. We read every post.

Your vote just made the game harder. Here's why that's a win for you: harder means more challenge, more strategy, more fun. You asked for tougher enemies, we

Yeah, that vote did it. The top-voted ideas on the board become the roadmap, and tougher enemies were one of them. So we shipped them. Now every mode plays a little meaner, and your vote is why.

Why that's a win for you: more challenge means more strategy. You'll need to think about angles, ammo, and when to push. That's the fun part, right? You asked for it, we built it, and it's live in your browser right now.

Keep voting. The board re-ranks live, and the next top idea goes into Planned, then Building, then Shipped. Your one vote on the idea board is the whole pipeline. So if something feels too easy, too hard, or just off, pitch a fix or vote on one that's already up.

Is the pitched game mode playable now?

You put the mode on the board and the community voted it up. That vote pushed it through Planned into Building, and now it's live in your browser under your profile. Play it, break it, tell us what's off.

Your account is what ties the whole thing together. If you're not signed in, your progress won't stick and your name won't show on the leaderboard. Sign in (or play as a named guest) before you jump in.

Once you're in:
- Open the mode list and pick your pitched mode.
- Load into a match or a solo session.
- Watch for the rough edges — we shipped what we could, and some known issues are still tracked on the idea board.
- Come back and vote on the next contender if you want.

If it crashes or something feels broken, post it on the idea board. That's the loop: you pitch, we build, you play, we fix. Thanks for pushing this one through.

You asked for a clear economy. We broke ours to fix it. What happened?

We replaced the old token system because it was too easy to earn and too hard to spend. That made every reward feel pointless. So we cut the economy down to two currencies: GC and SC. GC is the main one, SC is the backup. Both are earned by playing, not bought. That part stays.

What got cut: the old daily bonus that gave out free GC every day. It was too generous, so it made prices meaningless. We also removed the ability to trade items between accounts. That was being abused. Those changes shipped last week.

What you get now:
- GC and SC are the only currencies.
- Every new account starts with GC 300 and SC 15,000, plus a full loadout.
- You earn both by playing matches, campaign missions, and survival modes.
- No real money. No credit card. Ever.

Why we did it: the old economy let players stack up so much currency that the shop became an afterthought. Now every purchase costs something you actually worked for. The leaderboard stays shared across modes, so your grind still counts everywhere.

If you had unused tokens from the old system, we converted them into GC at a fair rate. Check your profile to see the total. If something looks off, post on the idea board and we'll check it manually.

What should I know about Student break is over. The game is still on.?

We're back in class, but The Agency is still up and running in your browser. No patch notes to show for it, sorry. The student crunch means slower updates while we're in lectures and exams.

That said, the game is live right now. You can jump into multiplayer rooms, run the campaign, or push waves in RUSH. Everything is free, no install, no credit card. Your profile, loadout, and leaderboard rank all carry over from before.

What actually changed is the pace. We've got less time to code and test, so new ideas move slower. But the idea board is still open and voting is live. The top ideas decide what we build when the semester eases up. If you want something fixed or added, pitch it or vote on an existing one — that stays the fastest way to get our attention.

Thanks for sticking with us. See you in the arena.

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

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

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

How we did it with three devs and no budget:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Play now at infernastudio.com and see the difference.

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

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

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

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

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

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

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

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

Your autocorrect caught a bug before we did?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Here's what changed:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

How did the new mode get shipped?

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

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

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

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

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

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

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

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

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

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

Here's what you can do in the meantime:

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

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

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

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

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

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

Thanks for helping us ship a better game.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Did our doodle really make it into RUSH?

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

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

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

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

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

Got 10 minutes to talk about the mode you designed?

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

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

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

Why did the patch that made the game easier backfire?

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

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

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

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

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

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

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

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

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

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

See you in the lobby.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Drop a vote on the next thing you want faster.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Thanks for flagging it. Keep playing.

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

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

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

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

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

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

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

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

Here's what happened:

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

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

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

Go play it. Tell us what's next.

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

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

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

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

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

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

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

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

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

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

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

How did community clips directly shape the tuning change?

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

Here's what changed:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

You found the hidden path. That was the point.

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

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

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

Go find the next one.

Why does the mode feel faster and more fun?

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

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

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

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

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

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

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

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

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

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

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

How does your feedback shape new weapons?

Your voice shapes the loadout.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Keep voting. The next fix could be yours.

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

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

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

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

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

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

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

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

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

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

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

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

Here's what we changed:

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

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

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

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