BREACHLINE
A first-person arena shooter set inside a place that actually exists. The level is not modelled — it is a VIEHOUSE scan of a tram museum hall, streamed into your browser and made playable. You are fighting inside a photograph.
- 1.5M splats
- 13 ms / frame
- 0 installs
- Browser-native
Every other level was built.
This one was measured.
We scanned a real hall and kept it — steel roof, blown-out clerestory windows, trams standing where the museum left them. It streams into a browser tab as 1.5 million Gaussian splats, and you fight through it.
Nothing is placed
The trusses, the scuffed platform edge, the trams parked where the museum parked them — none of it is level design. Cover is wherever reality left it, and no sightline was balanced for you.
Set the round, then drop in
Opponents, difficulty, lives and sensitivity — four dials in the lobby. Hip-fire and ADS, a cone that opens as you hold the trigger, reloads, positional audio. Last one standing takes the hall.
It is a browser tab
No download, no launcher, no account, no matchmaking queue. The hall streams in at the detail level your GPU can carry, and a second round is one click rather than one loading screen.
Measured, not estimated
- Splats
- 1.5M
- Frame cost
- 13 ms
- Resolution
- Adaptive
- Opponents
- 3 – 12 bots
- Difficulty
- Recruit · Regular · Veteran
- Lives
- 1 – 5
- Install
- 0 MB
The bill is overdraw, not splat count — which is why 1.5M runs faster than 0.8M inside this hall, and looks better doing it.
Your space, playable.
The same pipeline that produced this hall runs on a showroom, a lobby, a gallery or a venue — a scan you have already paid for, turned into something people spend twenty minutes inside instead of forty seconds.
Work in progress · Best on a desktop with a mouse · Chrome, Edge or Safari