Compare Protonwar prices across 50+ stores and find the best deal. Developed by Outer Planet Studios. Published by Outer Planet Studios. Released on 3/15/2018. Available on PC. Genres: Action, Indie.

Free-to-play arena shooter with genuine strafe-jump movement tech and full VR support, but finding a live match without bots is basically a dice roll.

I came into Protonwar with low expectations for a free indie arena shooter and walked out genuinely impressed by the movement system, then immediately frustrated by the lobby screen staring back at me with zero players in it. That tension between a surprisingly competent game and a playerbase that never quite materialised is the whole story here. The movement is the thing. Protonwar is classified as an AFPS, and it earns that label. Strafe jumping, wall running, wall jumping, double jumps, sliding, and a full climb system are all in here, layered on top of each other in a way that rewards muscle memory. The Bullet Time and Low Gravity mutators genuinely change how these mechanics interact, and Instagib mode - where time-to-kill is one shot no matter what - strips everything back to pure movement and aim. The weapon roster covers Assault Rifle, Shotgun, Rocket Launcher, Grenade Launcher, Sniper Rifle, Proton Gun, and a Reaper, plus a Tomahawk Axe for melee. Gunplay feels arcade-fast, with auto-reload keeping the pace high. If you wanted Quake-era snap and reward on modern hardware with a VR twist, the bones of that game exist here. VR is the headline selling point but it is genuinely asymmetric - full room-scale players with motion controllers share servers with flat-screen mouse-and-keyboard players and seated VR users. That cross-mode setup is technically interesting, though the control parity questions are real. The teleport-only locomotion mode keeps comfort levels manageable for VR newcomers; the advanced locomotion mode with joystick turning and physical jumping gestures is far more fun but will wreck anyone prone to simulator sickness. On the flat-screen side, the game honestly feels rougher - the UI is a bit clunky and the map count is thin, with maps like DM-Aerowalk and DM-Abyss doing most of the heavy lifting. The elephant in every lobby is the concurrent player count. SteamSpy data points to a peak CCU of 1, which tells you everything. The bot AI exists, covers all modes including Horde co-op, and is the reason this game is worth firing up at all for solo sessions, but even on the hardest difficulty setting the bots are criticised by the community as being too easy to read. Dedicated server support and a server executable are there if you want to organise a group, and Steam P2P friend invites work fine for private sessions. Without a coordinated group though, you are mostly playing against AI. Where does that leave a buyer in 2025? Protonwar is free to play - the developer made it free as a goodwill gesture to the VR community, which is a genuinely decent move. At zero cost the value calculation is simple: if you have a VR headset and want a fast arena shooter to mess around in, the movement tech is worth the download alone. If you have no VR headset and are chasing live PvP, temper every expectation you have. The population simply is not there for the matchmaking loop to work reliably. Think of it as a movement sandbox with mutators and occasional human opponents, not a competitive ladder. Fred, Scout Team

Protonwar
ActionIndie

Protonwar

Mar 15, 2018Outer Planet Studios
GamerScout Says

Free-to-play arena shooter with genuine strafe-jump movement tech and full VR support, but finding a live match without bots is basically a dice roll.

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About Protonwar

I came into Protonwar with low expectations for a free indie arena shooter and walked out genuinely impressed by the movement system, then immediately frustrated by the lobby screen staring back at me with zero players in it. That tension between a surprisingly competent game and a playerbase that never quite materialised is the whole story here. The movement is the thing. Protonwar is classified as an AFPS, and it earns that label. Strafe jumping, wall running, wall jumping, double jumps, sliding, and a full climb system are all in here, layered on top of each other in a way that rewards muscle memory. The Bullet Time and Low Gravity mutators genuinely change how these mechanics interact, and Instagib mode - where time-to-kill is one shot no matter what - strips everything back to pure movement and aim. The weapon roster covers Assault Rifle, Shotgun, Rocket Launcher, Grenade Launcher, Sniper Rifle, Proton Gun, and a Reaper, plus a Tomahawk Axe for melee. Gunplay feels arcade-fast, with auto-reload keeping the pace high. If you wanted Quake-era snap and reward on modern hardware with a VR twist, the bones of that game exist here. VR is the headline selling point but it is genuinely asymmetric - full room-scale players with motion controllers share servers with flat-screen mouse-and-keyboard players and seated VR users. That cross-mode setup is technically interesting, though the control parity questions are real. The teleport-only locomotion mode keeps comfort levels manageable for VR newcomers; the advanced locomotion mode with joystick turning and physical jumping gestures is far more fun but will wreck anyone prone to simulator sickness. On the flat-screen side, the game honestly feels rougher - the UI is a bit clunky and the map count is thin, with maps like DM-Aerowalk and DM-Abyss doing most of the heavy lifting. The elephant in every lobby is the concurrent player count. SteamSpy data points to a peak CCU of 1, which tells you everything. The bot AI exists, covers all modes including Horde co-op, and is the reason this game is worth firing up at all for solo sessions, but even on the hardest difficulty setting the bots are criticised by the community as being too easy to read. Dedicated server support and a server executable are there if you want to organise a group, and Steam P2P friend invites work fine for private sessions. Without a coordinated group though, you are mostly playing against AI. Where does that leave a buyer in 2025? Protonwar is free to play - the developer made it free as a goodwill gesture to the VR community, which is a genuinely decent move. At zero cost the value calculation is simple: if you have a VR headset and want a fast arena shooter to mess around in, the movement tech is worth the download alone. If you have no VR headset and are chasing live PvP, temper every expectation you have. The population simply is not there for the matchmaking loop to work reliably. Think of it as a movement sandbox with mutators and occasional human opponents, not a competitive ladder. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpachievementscloud-savestier:sub-5AFPSArena FPSVR OptionalStrafe JumpingAsymmetric MultiplayerBot SupportMutatorsFree-to-PlayHorde Mode

System Requirements

Minimum

OS
Windows 7 64-bit
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
6 GB available space
Graphics
NVIDIA GTX 770
Processor
Intel® Core™ i5 Processor
VR Support
SteamVR or Oculus PC
Additional Notes
Nvidia Geforce 970+ for SteamVR mode

Recommended

OS
Windows 7 64-bit or Higher
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
6 GB available space
Graphics
Nvidia Geforce 970
Processor
Intel® Core™ i7 Processor
Additional Notes
Nvidia Geforce 980+ recommended for SteamVR mode

Reviews & Ratings

No ratings available

Game Info

Developer
Outer Planet Studios
Publisher
Outer Planet Studios
Release Date
Mar 15, 2018

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