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 Unload and show clear.
Practical shooting (IPSC) is an international shooting sport where every stage is run 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 from behind the fault line costs another ten, and the hit still counts. The math is easy. The decisions on the route are not.
The run, step by step
- Briefing: stage layout, target count, start position
- Walkthrough: one pass through the stage without a weapon, to plan your route
- Make Ready, Standby, then the start signal after a random delay
- The run: shooting, movement, reloads
- Results: every hit broken down by zone, and your place in the standings
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 set before the run and cannot be changed mid stage
- 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 run, and that is all the ammunition you get. There is no round counter on screen. An empty weapon announces itself with the click of the striker
- 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.
Daily Cup
One stage a day, the same one for everybody. It does not exist locally until the cup opens, so there is no way to practice it in advance. One attempt, one score, one shared table.
The result is calculated by the server from the event log, not by the client. A hit factor in that table belongs to the person who actually shot it.
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, practice stages, and the daily cup.
Coming later:- Handgun, Standard and Serial Optic divisions
- PCC (Pistol Caliber Carbine)
- Shotgun
- Moving targets: swingers, bobbers, movers
- Maps for long stages, out to 300 meters
- A loadout builder that validates your division automatically
Ukrainian and English
Interface, briefings and the Range Officer voice are available in both languages. Make ready. Standby. Unload and show clear.