Double Alpha artwork$10

Double Alpha

Practical shooting simulator under Ukrainian UPSF rules. Plan your route, shoot the stage against the clock, engage the targets: points divided by time decide everything. Real ballistics, A/C/D zones, fault line penalties. Early Access starts with the .223 rifle in SAS and SAO.

Screenshots

From the Steam store

This is not a shooting range

In practical shooting, the winner is not the one who pulls the trigger fastest, and not the one who aims most carefully. It is the one who manages both at once. Double Alpha recreates that discipline under the rules of the Ukrainian Practical Shooting Federation (UPSF), from the briefing to the results.

Practical shooting (IPSC) is an international shooting sport where every stage is shot against the clock. The shooter moves through the bay, engages targets from different positions, and chooses the order and the route on their own. In Ukraine the sport is governed by the UPSF, and its rules are what this game is built on.

The formula is simple: points divided by time. An alpha is worth five points. A miss costs ten. A shot fired while stepping over a fault line costs another ten, and the hit still counts. The math is easy. The decisions on the route are not.

The stage, step by step

Briefing: stage layout, target count, start position Walkthrough: one pass through the stage without a weapon, to plan your route Ready: the start signal comes after a random delay, just like on match day Shooting the stage: shooting, movement, reloads Results: points, time and hit factor under Comstock scoring, a per-target breakdown and the stage leaderboard

Simulated, not simplified

Ballistics start at the muzzle, not at the camera. The sight line sits 6.5 cm above the bore, so at seven meters the bullet lands noticeably below the point of aim. This is exactly why shooters miss head boxes at close range on match day Zeroing distance is part of the calculation: the bullet follows a real trajectory, not a straight line to the center of the screen Free aim. The sight is not glued to the center of the screen. The weapon moves first, and only when it reaches the edge of its zone does the camera follow. The time it takes to get on target is part of your score Four magazines per stage, and that is all the ammunition you get. There is no round counter on screen. An empty weapon announces itself with a dry click of the trigger Safety angles. The muzzle physically cannot leave the 180 degree sector. Look behind you and the weapon still points downrange. A disqualification takes a deliberate action, not a slip of the mouse

Targets built to the rulebook

Cardboard with A, C and D zones and the non scoring border along the edge. Hard cover that a bullet passes straight through without earning a thing. No shoot penalty targets. Steel poppers and plates that go down with a ring.

Scoring lines are not painted on the cardboard. You aim at the center of the silhouette, not at a contour, because on a real target those lines are invisible past ten meters anyway.

Scored by the server

Stages come from the server, and the server scores them: from the event log of your stage, not from whatever the game calculated on your machine. A hit factor on the leaderboard belongs to the person who actually shot it.

An internet connection is required to play.

Ukrainian and English

Interface, briefings, prompts and the results breakdown are available in both languages. Switch the language in the game settings.

Early Access starts with the rifle

At launch you get an AR-15 in .223 across two divisions: SAS (Semi-Auto Standard) and SAO (Semi-Auto Open, with a red dot). One range map and practice stages generated by the server.

Coming later:

Daily Cup: one stage a day for everybody, one attempt, one shared table PCC (Pistol Caliber Carbine) Handgun Shotgun Moving targets Maps for long stages, out to 300 meters A loadout builder

Roadmap

Roadmap

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