Radio check000
Shroud

Adaptive squad shooter

Shroud

A first-person shooter where the enemy squad learns from your past matches.

See how they hunt

Live on Foundry: point at or tap the map. That is you.

What the player sees on Foundry: red tracers over a low wall, an enemy at the right edge, and the kill feed showing Charlie reloading and Delta calling go.
What you see

What they believe

Play
Search
Hottest cell
H15
Last seen
now

The match

One of you against one squad of three to six. Rounds, first to the target score. When the match ends the squad trains against a ghost of you, and the next squad is bred from the ones that did best against you.

Foundry, Depot and Office rotate every match.

Play
Watching
Hottest cell
I13
Spread
0 m

How they hunt you

A sketch of the squad coordinator, running in your browser on the real Foundry plan. The game’s version is Rust.

1 of 4

Where you probably are

The squad shares one picture of the map: a 16 by 16 grid of where you might be. While nobody sees you, that guess spreads a little every second. A cell only goes cold when someone looks at it and a crouched player there would have been spotted.

“Lost him - last seen at the south yard”

2 of 4

Lost contact means fan out. Members head for different hot spots and push away from each other, and no more than two check the hottest one. You stop meeting the whole squad at a single doorway.

“Lost him - spreading out”

3 of 4

Report and surround

Whoever sees you radios it and keeps you busy. The rest take different sectors around you by different routes, wait until everyone is in place, then move on one call.

“All set - go go go”

4 of 4

Keep what works on you

Before a fight the coordinator picks a play with a LinUCB contextual bandit: crossfire, pin and flank, trade or bait. It weighs your habits and the state of the fight, and the plays that paid off against you come back.

“Flanking north-west”

The whole brain, play by play

What the rework changed

Benchmarks from the squad AI rework, before and after.

Search spread

24.7 to 33.5 m

was 4.6 to 8.3 m

Distance the squad covers when it has lost you. It no longer swarms one point.

Toughness benchmark

0.601

was 0.682

Player win rate across the toughness benchmark.

Ghost survival on Elite

A scripted ghost player that only tries to stay alive. Its win rate, per map.
MapBeforeAfter
Foundry0.170.06
Depot0.230.15
Office0.250.11

Three maps, one rotates in each match

Pick how hard they hunt

Reaction, aim, damage, coordination, grenade use and how many attack at once all scale with it.

  1. Recruit

    Squad of 3

    3 enemies. Slow reactions, loose aim, no grenades.

  2. Regular

    Squad of 4

    4 enemies. Fair fights; the squad coordinates.

  3. Veteran

    Squad of 5

    5 enemies. Sharp aim, flanks and flashbangs.

  4. Elite

    Squad of 6

    6 enemies. Every trick they've learned, used against you.

Rust from the squad brain up

The game runs on Bevy 0.19 with avian3d physics. The squad brain is a separate Rust crate with no engine dependency, so the same code runs in the game and in a 2D trainer that plays rounds against your ghost while you sit in the menus.

Window, settings, menus, pause, UI kit, FPS controller, render budget, devtools and the metrics window come from a shared in-house engine.

13,4677,833

lines of Shroud game code before and after the move onto the engine

No matches yet.

They are watching.

Before your first match, that is all the main menu tells you.

Status
In development
Genre
First-person shooter, solo against a squad of 3 to 6
Maps
Foundry, Depot, Office
Difficulty
Recruit, Regular, Veteran, Elite
Built with
Rust, Bevy 0.19, avian3d

Release date, platforms, price, store page and studio name are still to be announced.