Every object in the game, in your hands
Not screenshots. The models on this page are built by the same code that puts them in a match, from the same files, and you can turn all of them. Pick up a weapon, put a finish on it, pull the trigger. Watch an operator sprint, slide or fall. Play any recording in the library and watch its waveform arrive.
Armory
Every weapon is assembled from primitives the moment you select it. Drag to turn it; hold CTRL and scroll to come in close, or pinch.
Select a weapon
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—No weapon matches that search.
Operators
Generated and rigged with Meshy. Five states are captured motion, marked with a dot; the other fourteen were animated in code on the same skeleton. Give one a weapon and both arms re-solve to grip it.
Nothing loaded
Operator models are large
Nothing has downloaded yet. Load one when you want to see it — on a slow connection this is the one part of the page worth waiting for.
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—Vehicles
The only two objects too large and too specific to be worth generating from primitives. Both came from Meshy, and both are landmarks you navigate by.
Select a vehicle
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MeshyMedals
Ordered by what earns them, because the order is the information. Twenty-one have an announcer line; the two silent ones are silent on purpose — a headshot and a first blood happen too often and too early to be worth shouting about.
Sound
Every recording in the game, made with ElevenLabs, grouped the way the mix is organised. Each row draws its own waveform once you have played it — that shape is the file, decoded, not an illustration of one.
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No recording matches that search.