
Experience hyper-realistic visuals and fluid controls from an unprecedented Bodycam perspective. The world's first shooter with truly playable 3DGS environments. Every pulse-pounding firefight and precise tactical move is captured by your chest-mounted camera for unmatched battlefield immersion.
Modeled estimate, not a reported figure. How we estimate →
About
FIRE STATE is a tactical shooter played from a realistic bodycam-style perspective. We aim to strike a careful balance between intense realism and fluid playability, delivering an adrenaline-charged battlefield experience while ensuring that every action feels precise and responsive. Prepare to enter dangerous operational zones, where your body camera will capture every critical moment.
Experience tense, high-intensity confrontations through a deeply immersive first-person body camera perspective. We know that pure realism can sometimes come at the cost of accessible controls. That is why, alongside carefully crafting visual fidelity, physical feedback, and environmental audio, our development team has devoted substantial effort to optimizing the controls and player interface. The result delivers the impact of a realistic battlefield while letting you carry out every tactical intention smoothly and confidently.
FIRE STATE does more than recreate and refine the traditional shooter experience. Its competitive modes are built for players who value marksmanship, tactical judgment, and intense head-to-head action.
The world's first FPS game rendered with 3DGS: Through our efforts, 3DGS is no longer just a technical demo video on the internet—it has truly made its way into a game. In our game, you will experience world-leading real-time 3DGS rendering technology. If you want to experience this technology, your search ends here.
Highly immersive realistic bodycam-style perspective: Presented through distinctive recorder footage, camera movement and a restricted field of view create authentic pressure and unprecedented tactical depth.
Top-tier visuals: Drawing on extensive technical experience and deep optimization for Unreal Engine 5, we deliver industry-leading visual quality. An RTX 3060-class graphics card can maintain smooth performance at maximum graphics settings.
A refined balance of realism and playability: Realistic elements such as environmental interaction, ballistic trajectories, and powerful audio are paired with carefully tuned controls, creating a smooth and intuitive experience where hardcore simulation and satisfying gunplay are no longer mutually exclusive.
Classic competitive modes: Take on time-tested traditional PVP modes, including Team Deathmatch, Zone Control, and Demolition, and use your marksmanship and tactical judgment to outplay your opponents.
Whether you are a tactical expert seeking an authentic battlefield or a competitive player ready to test your skills against other players, FIRE STATE delivers a one-of-a-kind experience worth recording. Are you ready to switch on your camera and define your own battlefield legend?
“FIRE STATE” is independently developed and published by UNDER FIRE. This game is not affiliated with, authorized by, sponsored by, endorsed by, or associated with any third-party game studio, publisher, or trademark owner.
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Engagement
Reviews
Themes across 294 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Игра 100/10 реалистичная графика+реалистичные анимацыии оружей можно прицеливаться и покупать оружие новое это такая реалистика! советую игру минимум можно играть на RTX2070 на высокой графики вобщем игру советую но есть 1 минус некоторые надписи на китайском но это не важно покупайте игру
FIRE STATE is a tactical first-person shooter that attempts to combine realistic combat, bodycam-style presentation, competitive multiplayer, and experimental rendering technology into one distinctive experience. Developed and published by UnderFire, the game places considerable importance on immersion rather than presenting firefights through the clean and predictable perspective commonly associated with multiplayer shooters. Its combination of realistic environments, unconventional camera behavior, tactical movement, and intense audiovisual feedback gives the project a recognizable identity. Since FIRE STATE is an Early Access title, however, its current qualities need to be considered alongside features that are still being developed and expanded. The bodycam perspective is the centerpiece of the experience. FIRE STATE presents combat as though the player's actions are being recorded by a camera attached directly to the character. Movement consequently feels different from the perfectly stabilized viewpoint found in many traditional shooters. The restricted perspective and physical camera behavior can make entering buildings, checking corners, locating opponents, and reacting to unexpected gunfire considerably more tense. It is a presentation style particularly suited to tactical combat because uncertainty becomes an important part of every confrontation. Rather than always providing an ideal view of the battlefield, the game tries to make players feel physically present inside dangerous environments. One of FIRE STATE's most noteworthy technical elements is its use of real-time 3D Gaussian Splatting for playable environments. UnderFire combines this technology with Unreal Engine 5 in pursuit of highly realistic locations. This approach fits the bodycam presentation exceptionally well because the illusion depends heavily on believable surroundings. Detailed surfaces, lighting, environmental geometry, and realistic spaces can make ordinary locations appear more convincing when viewed through the distorted perspective of a body-mounted camera. The technology also gives FIRE STATE an experimental quality beyond its basic identity as another tactical FPS. Its success will ultimately depend on whether these impressive visuals remain consistent, readable, and well optimized during actual combat. UnderFire also appears aware that realism can become frustrating when it interferes excessively with responsiveness. FIRE STATE therefore attempts to balance simulation-inspired mechanics with accessible controls. Ballistics, environmental interaction, camera movement, sound, and weapon feedback contribute to the sense of realism, while movement and general controls are intended to remain intuitive. This balance is important because the game's bodycam presentation already introduces an additional layer of visual complexity. Making every action excessively complicated would potentially turn immersion into inconvenience. Keeping the fundamental shooting and movement responsive allows the visual presentation to provide much of the realism without sacrificing basic playability. Competitive multiplayer provides a familiar structure beneath the unusual presentation. Modes such as Team Deathmatch, Zone Control, and Demolition give players recognizable objectives rather than attempting to reinvent every part of the multiplayer formula. Team Deathmatch naturally focuses on straightforward engagements, while Zone Control places greater importance on positioning and maintaining control over important areas. Demolition has greater potential for deliberate teamwork and tactical decision-making. These conventional modes may actually benefit FIRE STATE because players can concentrate on learning its perspective, weapons, movement, and environments instead of simultaneously having to understand unfamiliar objective systems. The game's ambitions extend beyond competitive matches. UnderFire plans a cooperative campaign centered around missions involving dangerous criminal groups, tactical operations, and hostage situations. Cooperation and communication are expected to become important parts of these missions, making the concept especially compatible with FIRE STATE's immersive perspective. Carefully moving through enclosed locations alongside teammates could provide a different kind of tension from competitive multiplayer. The limited viewpoint means players may need to depend more heavily on communication and awareness rather than simply relying on perfect visibility. The cooperative campaign remains an area of ongoing development, however, so its eventual quality will depend on mission design, enemy behavior, pacing, and how successfully teamwork is incorporated. Another surprising part of the planned experience is the inclusion of horror-oriented levels. Bodycam presentation has considerable potential for horror because limited visibility and realistic surroundings can transform uncertainty into genuine tension. FIRE STATE intends to use disturbing locations and threats that go beyond conventional firefights, incorporating psychological and survival-oriented elements. This could provide welcome variety between competitive matches and tactical cooperative missions. At the same time, such variety creates a significant development challenge. Competitive multiplayer, cooperative tactical gameplay, horror, advanced rendering technology, and realistic shooting mechanics each require substantial refinement, and FIRE STATE will need to prevent its broad ambitions from producing an experience that feels fragmented. Its Early Access status is therefore an important consideration. UnderFire intends to continue expanding and improving the game through additional maps, weapons, equipment, modes, optimization, gameplay adjustments, and other content. Community feedback is also expected to contribute to balancing and development decisions. Players entering during this stage should consequently expect an evolving product rather than something representing its final form. Bugs, performance inconsistencies, balancing problems, and unfinished features are natural risks. The benefit is the opportunity to experience the project as its systems develop, while the disadvantage is uncertainty regarding how successfully every planned feature will eventually be realized. Performance will also be crucial because FIRE STATE's photorealistic ambitions could easily become a liability if demanding environments interfere with competitive responsiveness. UnderFire is targeting reasonable hardware requirements considering the visual technology involved, suggesting that optimization is an important part of the development plan. Maintaining stable performance will be particularly important during multiplayer matches, where visual realism becomes far less impressive if frame pacing or responsiveness compromises aiming. If the developers can successfully combine sophisticated environments with reliable performance, the technical foundation could become one of the game's greatest strengths. The main concern is whether UnderFire can successfully deliver on such an extensive scope. FIRE STATE already has an intriguing technological and gameplay foundation, but several of its most interesting ideas depend on continued Early Access development. Players interested in immersive shooters, unusual rendering techniques, and bodycam-style combat should find plenty to appreciate, while those primarily interested in the cooperative campaign or horror content may prefer to follow development until those elements become more complete. As it currently stands, FIRE STATE is a promising and technically interesting tactical shooter whose distinctive presentation gives it substantial potential, even though considerable refinement remains necessary before its full vision can be judged. Rating: 7/10
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Languages: English, Simplified Chinese, French, Italian, German, Spanish - Spain, Russian, Turkish, Japanese, Polish, Portuguese - Portugal, Korean +2 more
Hours played at review time, across 295 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩 希望继续更新下去 有些地方还需要改进 人物模型太糊 动作僵硬 最后一张图为什么这么糊 考虑还是抢先阶段 质量很不错了 目前抢先阶段10分 能有7分
关于这个游戏,有好有坏,首先说一下好的地方,确实开发了国产战术游戏的这条路,排除我是游戏本的原因,除了后室这章图其他的我都玩起来巨卡,但是体验还可以;下面我就是要说一些要改进的地方,没有卧倒在战术里是大忌,还有自己视角里队友跑动样子很怪异,子弹可以右下角不显示,但是我并不清楚原本有几个弹匣,最后就是希望多做点国产武器,角色可以放亚洲人,多一些战术服装的DIY(本人游戏本,显卡3050ti,目前除了后室这个图,其它图玩起来很卡,希望制作团队做一期视频讲解下市面上各种显卡对应的游戏调整配置)
Very nice game pretty realistic and cheap for a bodycam like game
我虽然是免费获得这款游戏的但这游戏但我还是给差评 不管我是创建房型还是加入房间只要开始 就会闪退
its like bodycam it just has some chinese words but they are not neccesary and its really fun
[h1] 《FIRE STATE》:特殊的Bodycam视觉体验,希望加入PVE人机[/h1] 以PVP为主要玩法的线上第一人称射击类型的多人在线竞技游戏,目前,游戏有有8种模式,10张地图,未来还将更新合作模式,携手队友歼灭犯罪团伙,解救人质,收容危险怪物。如果要说游戏的玩法,基本上和市场上诸如《CSGO》之类的枪战竞技游戏相似,要说其特色内容的话,就在于超高现实逼真的场景模型和极为特殊的Bodycam视角,在这两项研发技术的加持之下,游戏的体验真实感还是比较强的,而且视觉效果也很不错。 目前的游戏内容,包括8种模式(枪神模式、突袭模式、夺旗模式、团队竞技、占点模式、人竞技-刀战、团队淘汰、个人竞技等),以及10张地图(威尼斯、广州地铁、旧巷、废弃工厂、废弃学校、后室、医院、别墅、训练场、宽窄巷子等)。游戏模式都属于比较经典的玩法,经常打枪战竞技游戏的玩家不会陌生。 枪神模式:个人乱斗,击杀升级换枪,升满即胜。 突袭模式:阻止攻方安放炸弹爆破目标,守方拆除 夺旗模式:两队互抢旗帜,带回基地,先夺3旗胜 团队竞技:协同作战,率先达到击杀上限的队伍获胜。 占点模式:争夺固定点位累计积分,满150分 个人竞技-刀战:只能用近战武器的个人乱斗 团队淘汰:一条命,死后无人机观战,先赢3回合方胜 个人竞技:30杀取胜、6分钟限时、死后1秒无限复活的个人乱斗 要说本作这款PVP第一人称射击游戏,玩法方面其实中规中矩,常规模式玩法、尚可射击手感、支持枪械改装等等,这些还都可以。不过,要说本作最大的卖点,并非射击游戏玩法本身,而是玩家的视觉效果。首先,地图场景里的建模都选择了真实场景的复制,尤其是有些地图还是国内场景,看着相当眼熟。其次,游戏选择了Bodycam视角——一种采用胸前记录仪形式查看的第一人称视角,能够模拟鱼眼镜头的畸变和晃动效果——不得不说,这种视角体验很独特,配合逼真场景地图,枪战突突突的体验还是很好的。 游戏的营销策略或许需要再三思一番。本作是一款纯粹的PVP多人在线竞技游戏,其中没有任何PVE的模式,包括创建房间、添加人机的功能。那么玩家想要体验枪战,只能在服务器搜索其它玩家的房间。然而,游戏在线人数不多,难以快速加入,想要更好的玩儿,只能拉好友。拉好友又有一个问题,游戏不是其他多人在线竞技游戏那般是免费的,定价42元的游戏需要玩家购买,想拉能够组成一局游戏数量的好友来玩,成本不低。并且购买之后里面的游戏内容(包括枪械等武器)并非全部解锁,也还是需要玩家花费游戏币购买,这就很不网友,“免费的才是最贵的这句话”制作组估计没有摸透。 最后,希望加入人机可以和人机玩PVE,毕竟不是所有玩家都喜欢PVP。 [quote]关注「[url=https://steamcommunity.com/groups/45531088] 鸢尾花 [/url]」[/quote] [u][b] 致那一朵未至鸢尾花 [/b][/u]
esta weno
dont get yet wait till dev fixes the RPG and nade issues in game rn theres no real skill players and all u get is tons of loosers trying blow u up and it just makes the server not fun its worse then cod nube tubers lol lets be real i get its fun to just not use skill ig and nade e1 cuz uits the only way togrow ur kd lol but js i still have higher kd lol
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