Double Alpha
About the Game
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.
Available Tables (0)
View available tables...Events Timeline
View full events timeline...Initial Release