In Playtest · Early Build

STRAFEBOUND

A fast-paced first-person movement game

Bunnyhop, air-strafe and surf through a hide-and-seek hunt. Seekers close the gap; hiders break line of sight and vanish. Every round is decided by movement.

Discord
The Game

Movement is the whole game.

STRAFEBOUND is built on classic strafe-jumping movement - bunnyhopping, air-strafing, surfing - wrapped in a hide-and-seek hunt.

No loadouts to grind, no RNG, no filler. Just speed, geometry and reads. Chain your hops clean and you're gone; miss a beat and the seekers are on you.

100Hz
Server tick
16
Players / match
∞
Skill ceiling
0%
RNG · pure skill


Movement

Built around mechanical mastery.

The mastery lives in the movement. No cooldowns, no gimmicks - just how well you carry speed through geometry.

Jump telemetry overlay measuring distance and speed
Every jump measured - distance, speed, air-time
Bunnyhop
Chain jumps to keep - and build - speed. Land the timing and you never touch the ground long enough to be slowed.
Air-strafe
Steer mid-air by pairing mouse and keys. Curve around corners, gain velocity, and take lines no walking player can.
Surf
Ride angled surfaces for pure momentum. The ramps are shortcuts if you can hold the slope.
Count-jump
Crouch-time the launch for maximum distance. The difference between a good jump and a record is a few frames.
Seekers
Close the gap. Cut angles, predict the hop, and run down every hider before the clock does.
Hiders
Break line of sight and disappear. Speed is your only cover - outrun the chase or get caught.
Servers are live

Ready to strafe?

STRAFEBOUND is in active playtesting. Jump into the current build, set a time on the boards, and tell us what breaks.

Join the Discord