What Magdrop is, and what it is not yet
Magdrop is a first-person PvP extraction shooter. You drop into a raid with what you can carry, and the only way to keep anything you find is to reach an extract and hold it.
This is the first devlog entry, so it is worth being precise about what exists. Extraction shooters are easy to describe and hard to build, and the parts that are hard are not the parts that demo well.
The simulation comes first
The game runs on a fixed 60Hz timestep, and that is an invariant rather than a target. The simulation is deterministic: the same inputs produce the same raid, every time, verified against a golden hash on every build.
That sounds like an internal detail, and mostly it is. It matters because of what it makes possible. When a client and the server disagree about what happened, determinism turns "somebody is wrong" into a reproducible test case. Without it, every desync is a ghost story.
It also constrains the code in ways that are inconvenient day to day. Floating point behaviour has to be pinned down, overflow has to panic rather than wrap, and dependency versions are locked so that a silent minor bump of the RNG crate cannot quietly change the stream. A determinism bug found six months late is close to impossible to diagnose from the symptom, so the rules exist up front.
The server decides what happened
The server is headless and authoritative. It is not the client with the rendering turned off. The graphics stack is not compiled into it at all, and the build fails if a windowing crate ever finds its way into the dependency graph.
The client predicts your movement locally so the game feels responsive, then reconciles against what the server says. When the two disagree, the server wins. Always.
On top of that, visibility is gated server-side. You are only sent information about players you could plausibly see. This is the difference between an anti-cheat that detects a wallhack and an architecture where the wallhack has nothing to draw, because the data was never sent.
What is actually in the build
Shooting works end to end: ray casts against seven hitboxes, plate armour with a penetration model, and weapons assembled from nine interchangeable parts. Optics are real. Split the lens, look down it, and you see the world through the glass rather than a decal pretending to be a sight.
Gear is a system rather than a stat block. Twelve equipment slots, and what you wear is drawn on your body where other players can see it. Pouches gate your ammunition: reloading takes a magazine out of a pouch, so how you rig up before a raid decides how long you can stay in a fight.
The bots understand this too. They carry magazines, run dry, and go looking for more, including off the bodies of whoever lost the previous fight. A corpse keeps what it was carrying, and so will yours.
And there are extracts. Marked exits, a five-second hold. Five seconds is not long until you are standing still in a location everyone on the map can guess.
What is not built
No persistent accounts, no stash between raids, no economy. That work is designed but not written, and the design being finished is not the same as the feature existing.
There is no download and no date. When there is something worth playing, it will be said here first.