About Dustfront
Dustfront is a free, round-based tactical first-person shooter that runs directly in your web browser — there is nothing to download or install. Two teams, the Military and the Terrorists, fight short rounds across a set of hand-built maps, either online against other players or offline against computer-controlled bots.
It is an independent hobby project inspired by classic round-based team shooters. It is not affiliated with, endorsed by, or connected to any other game or company. The game contains simulated combat violence and is intended for players aged 18 and over.
Game modes
Multiplayer
Enter a display name and press Quick Play to be placed in an open server automatically, or open the server browser to pick a specific room or host your own on the map of your choice. Rooms fill up automatically; when every room is full a new one opens. Players who stay idle for too long are removed so the slot goes to someone who wants to play.
Single player
Play a full match against bots on any map. Choose Easy, Medium or Hard — harder bots react faster and aim more accurately. Single player is a good way to learn the maps and try weapons before going online.
Rounds, objectives and money
A match is played over 10 rounds. Each round is live from its first second: buy at your team's spawn and move out. A round ends when one team is eliminated, when the objective is completed, or when the timer runs out.
- Bomb maps (Dust Yard, Sandstone, Atoll) — the Terrorists carry a bomb and try to plant it at bomb site A or B. The Military must stop the plant or, once it's planted, defuse it before it explodes (hold E on the bomb for five seconds).
- Hostage rescue (Storm Village, Depot, Piazza, Greystone) — hostages are held near the Terrorist spawn. The Military must reach them, free them and lead them back to the rescue point.
- Elimination (Brickyard, Stockade, Foundry, Poolside) — no objective; the last team standing, or the team with more survivors when time expires, wins the round.
In single player you choose the bots' difficulty, the number of rounds (10 by default) and the players per team — "Auto" pits you alone against three to five bots; 2 v 2 and up give you bot team-mates.
Everyone starts with $16,000. Spend it in the buy menu (B, while you're in your spawn and the buy time is open) on weapons, armour, grenades and equipment. Anything a player drops can be picked up by walking over it, and G drops your own weapon for a teammate. On Poolside nobody buys: everyone starts with a pistol and the guns lie about each side's end of the map.
Maps
| Map | Type | What to expect |
|---|---|---|
| Dust Yard | Bomb | A truck stop on the caravan road and the walled mud-brick village behind it. From the fuel pumps go over the dune or round the boulder ridge, through the gatehouse and down the souk to the well square and the passage under the tall watchtower, or along the roof walk and over its timber footbridge — and plant in the caravanserai court (B) or at the fuel depot (A). Boarded doors you can shoot open, fuel drums that explode. |
| Depot | Hostage rescue | A freight warehouse in a downtown block, walled in by tall brick and stone buildings with fire escapes, high-rises behind them. Start on the car-park deck, then down the steps into the narrow side streets, down the ramp through the stacked containers of the yard to the loading gate, along the alley under the skybridge, or up the office annex and across the skybridge onto the captives' floor — or climb onto the warehouse roof and crawl the vent down into the control room that looks down over the hall (it has a way in from the hall floor too). Drive off the deck down the ramp. Bring the captives back up to the deck. |
| Sandstone | Bomb | A walled desert town of tall sandstone houses and narrow lanes. Take Long through the half-open doors and up the ramp onto the A plateau, fight down Mid past the box and climb the catwalk over the underpass to A, or go for B through the vaulted tunnels — or up the stair into the passage high through the houses, over the bridge above the lower tunnel and into the room with the hole broken through its wall, looking down on B. |
| Piazza | Hostage rescue | The old town centre of an Italian hill town: narrow cobbled lanes between tall houses with washing hung across them. Up the long street under the arch, up the covered stair or the ramps to the raised piazzetta and through the apartments, along the upper corridor through the houses and over its bridges, or the arcade under the bridge into the market below the bell tower, or over the bridge and along the belvedere — to the house at the top of the town where the captives are held, and back down to the gate. Mind the chickens. |
| Poolside | Elimination | A small open-air lido — no buying: grab the guns in your changing room, then fight across the pool court past the springboard, up onto the raised hot-tub terrace that looks down over the pool, or through the roofed showers to the other side. |
| Greystone | Hostage rescue | A walled country estate round a grey-stone manor with a slate roof and a columned portico. Fight up the formal garden past the fountain basin and over the balustraded terrace, along the lime walk or swim the sunken canal under its pavilion to the back door, climb the library's stair to the first floor, or come through the walled kitchen garden under the clock tower — then up the great stair to the captives (flip the light switches room by room) and walk them back to the gate. The security monitors are in the garden lodge. |
| Atoll | Bomb | Two island villas with pools, gyms and helipads, separated by a strait you cross on drivable speedboats — or by swimming; jeeps and golf carts to drive round the islands. |
| Storm Village | Hostage rescue | A rural village of stone cottages and walled gardens: the captives are held in the chapel beside the Terrorist spawn; come down the village street and the sunken church lane, through the orchard and the churchyard, or across the green, free them and lead them home to the farmyard in the far corner. |
| Foundry | Elimination | A working steel works: the melt shop under its stack, a goliath crane over the scrap yard, a service road round the halls and a dock lane under a skybridge, with drivable pickups and a semi-trailer truck for each side. |
| Brickyard | Elimination | The yard of a brickworks: a windowed wall and a watchtower at each end, a ring kiln with its tall chimney in the middle (fight through its vaulted tunnel), drying sheds and blocks of brick packs to dodge between. |
| Stockade | Elimination | A walled goods yard: a loading dock at each end with its roller doors, levellers and canopy, a transit shed across the middle with a roof to take up its steel stairs, and a lane down the side between city buildings — fast rounds, short sightlines. |
The i button next to the map list on the start screen shows the same summary in game.
Weapons and equipment
Each weapon has its own damage, fire rate, magazine size, reload time, spread and recoil. Hits to the head do far more damage than hits to the body, and moving while firing makes most guns less accurate — stop, or walk with Shift, before taking a long shot.
| Category | Weapons |
|---|---|
| Pistols | Viper 9, Sentinel .45 (with removable silencer), Courier .357, Hammer .50, Twin 9s, Needle 5.7 |
| Shotguns | Breacher 12 pump-action, Storm 12 Auto semi-automatic |
| Submachine guns | Buzzsaw .45, Whisper SMG (built-in silencer), Patrol 9, Bulldog .45, Hornet 5.7 |
| Rifles | Nomad 5.56, Rapier Burst, Raider 7.62, Vanguard 5.56 (with removable silencer), Kestrel Scoped, Falcon Scoped |
| Sniper rifles | Ranger .308, Longbow .338, Tempest and Sabre auto-snipers |
| Machine gun | Anvil LMG |
| Grenades | HE grenade (explosive), flashbang (blinds anyone facing it), smoke grenade (blocks vision) |
| Equipment | Vest and helmet, defuse kit (Military only) |
Some weapons can only be bought by one team, just like the classic games the project is inspired by. Everyone always carries a knife.
Controls
Keyboard and mouse
| Action | Key |
|---|---|
| Move | W A S D |
| Aim / fire | Mouse / left click |
| Scope, toggle silencer on the Sentinel .45 / Vanguard 5.56, burst mode, or stab with the knife | Right click |
| Reload | R |
| Select weapon | 1–5 or mouse wheel |
| Walk (quiet, more accurate) | Shift |
| Jump / swim up | Space |
| Crouch / dive | C |
| Use: doors, pick up, defuse, vehicles | E |
| Drop weapon | G |
| Toggle silencer | V |
| First / third person (on foot and in vehicles) | H |
| Buy menu | B |
| Switch team | M |
| Scoreboard | Tab (hold) |
| Chat | Y |
| Restart the round (single player) | F5 |
| Pause / release the mouse | Esc |
Ladders are climbed by facing them and walking forward. Boarded doors, windows, light crates and red fuel drums can be shot apart — and fuel drums explode, so don't stand next to one in a fight.
Phones and tablets
On a touch screen the game shows on-screen controls: a joystick on the left to move, and drag anywhere on the right to look. Tap the right side to fire. Buttons along the edge handle jump, crouch, reload, use, weapon switching, dropping your weapon, the buy menu and chat, and a ◎ button does what right click does — scope, silencer or burst. The ☰ menu can also switch your team.
Tips for new players
- Stand still or crouch before you shoot at range — accuracy drops sharply while running.
- Aim at head height as you move around corners so you don't have to adjust when someone appears.
- Walking with Shift silences your footsteps; running footsteps can be heard by the other team.
- Throw a smoke grenade to cross an open lane safely, and a flashbang before you push into a room.
- On bomb maps, the Military only have to delay the Terrorists until time runs out.
System requirements
Any recent version of Chrome, Edge, Firefox or Safari with WebGL enabled. The first visit downloads the game's 3D models, textures and sounds, which can take a minute on a slow connection; later visits load from your browser's cache. The game lowers its graphics quality automatically on slower devices.
Credits and contact
The 3D models, animations, sky and libraries are the work of other creators, used under their licences (mostly Creative Commons Attribution 4.0). The full list is under Credits on the start screen and in CREDITS.md. For bug reports, feature requests, advertising, takedown requests or anything else, use Contact / Report a problem on the start screen. How the game handles your data is described in the Privacy Policy. Dustfront is also on itch.io, where you can rate it, comment and follow devlogs. The game is free; if you enjoy it, you can support the game with a tip of any size there.