$9.99Due Process
Due Process is a team-based tactical FPS where you plan first and shoot second. You sketch routes, split gear, then breach procedurally generated maps that stay unfamiliar, as corporate attackers or trap-setting defenders.
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Draw the plan, then watch it bend
Every round starts around a map table. You talk over voice chat, draw lines and entry points, and decide who carries what from a shared armory that lasts three rounds. Anything lost or destroyed is gone, so a wasted rifle hurts the next push.
Then contact changes everything. You move room to room, adjust when a door is covered, and time shots so a teammate's fire covers your steps. Because maps are procedurally built and edited by designers before release, no one starts with memorized angles. Quick reading and clear calls matter more than reflex alone.
Two sides that fight nothing alike
Attackers are a corporate force sent to enforce martial law, armed for close quarters with strong tactical gear. You win with speed, surprise, and focused force, either clearing steadily or driving straight at the defended core.
Defenders are outlaws with older, simpler weapons that still hit hard. You read the attack, lay traps, set crossfires, and slip around a stalled push to flank it. You can also pick up dropped enemy guns and carry them forward, which makes holding ground and staying alive pay off in the next round.
What else should you know?
How do the maps work?
Levels are made with procedural generation, then edited by designers before they go out in updates. You get layouts with new routes, walls, and rooms to learn each time, so the work is reading the space, picking entries, and adjusting when cover is not where you expected.
What happens to weapons between rounds?
You choose what to bring into each round, and gear that is destroyed or lost does not return. Survivors can bring equipment back, and you can pick up fallen weapons, which makes saving rifles and spending them at the right moment part of the tactic.
What are the two factions like?
One side is a corporate military force built for close-quarters attacks, with modern tactical weapons and an emphasis on speed and coordinated entry. The other is a band of outlaws opposing corporate rule, using older gear plus cunning, traps, and crossfire from prepared positions.
How does it look and feel?
It has blocky 3D geometry with pixel textures and a futuristic, cyberpunk crime setting. The plain visuals keep rooms, doors, and sightlines easy to read, which helps when you are sketching a plan and then moving through it under pressure.

















