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Double Alpha

種別:ゲーム 発売日:2026年第4四半期 日本語対応未確認
価格未定

Practical shooting simulator under Ukrainian UPSF rules. Plan your route, shoot the stage against the clock, engage the targets: points divided by time decide everything. Real ballistics, A/C/D zones, fault line penalties. Early Access starts with the .223 rifle in SAS and SAO.

このゲームについて

Steamの詳しい説明を読む

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 the results.
Practical shooting (IPSC) is an international shooting sport where every stage is shot 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 while stepping over a fault line costs another ten, and the hit still counts. The math is easy. The decisions on the route are not.
The stage, step by step
Briefing: stage layout, target count, start position

Walkthrough: one pass through the stage without a weapon, to plan your route

Ready: the start signal comes after a random delay, just like on match day

Shooting the stage: shooting, movement, reloads

Results: points, time and hit factor under Comstock scoring, a per-target breakdown and the stage leaderboard

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 part of the calculation: the bullet follows a real trajectory, not a straight line to the center of the screen

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 stage, and that is all the ammunition you get. There is no round counter on screen. An empty weapon announces itself with a dry click of the trigger

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.
Scored by the server
Stages come from the server, and the server scores them: from the event log of your stage, not from whatever the game calculated on your machine. A hit factor on the leaderboard belongs to the person who actually shot it.
An internet connection is required to play.
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 and practice stages generated by the server.
Coming later:
Daily Cup: one stage a day for everybody, one attempt, one shared table

Handgun, Standard and Serial Optic divisions

PCC (Pistol Caliber Carbine)

Mini rifle

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, prompts and the results breakdown are available in both languages. Switch the language in the game settings.

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Steamフォロワー数 2人 最終観測:2026年8月30日 21:47(38日経過)

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データ蓄積中 24時間平均

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2件以上で集計 直近7日

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現在プレイヤー数 未集計 最終観測:未集計
24時間ピーク データ蓄積中 未集計・直近7日 0件
Steamフォロワー数 2人 最終観測:2026年8月30日 21:47(38日経過)
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基本情報

発売日
2026年第4四半期
価格
価格未定
価格区分
未確定
開発元
UTC+2 Studio
販売元
UTC+2 Studio
対応OS
Windows / Linux
コンテンツ種別
ゲーム

対応言語

言語 対応 フル音声
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