Counter-Strike's bomb-defusal rounds seen from above, in pixel art, with netcode that sends only inputs — free, open source and a 120 MB download.
That One Thing
Just like in Counter-Strike, there's no better feeling than boxing someone with a headshot.
Hypersomnia is a top-down competitive shooter that borrows its economy and its round structure from Counter-Strike and then does something much stranger with the networking. It is free, AGPL-3.0, and developed entirely in the open by Patryk Czachurski and a small collective around him.
Moment to moment it is a bomb-defusal game seen from directly above. Two factions, Metropolis and Resistance, buy weapons between rounds from a shop with real opportunity cost, then fight over a site. Because you are looking down, the information game is inverted from an FPS: you can see the whole room you are standing in but nothing through a doorway, so peeking is a commitment and sound tells you more than sight does. Gunfights resolve in a fraction of a second. Recoil climbs, spread matters, and a shotgun round at close range is simply the end of the conversation. There is a knife, there are grenades that bounce, and there is a satisfying amount of physics debris that gets thrown around when things go off.
The technical story is the one people talk about. Rather than replicating world state, the server transmits only player inputs — "moved here, pressed this" — and every client simulates the rest deterministically. The result is that traffic scales with the number of players rather than the number of objects: two characters in a map full of dynamic crates cost roughly 5 KB/s at a 60 Hz tick. When a new client joins, already-connected clients rebuild their physics state from scratch so everyone's simulation stays bit-identical. That determinism is also what makes the browser client possible — you can host a server in a browser tab and have native clients connect to it.
The surrounding infrastructure is unusually complete for a free project. There are official ranked and casual server instances per region, a server browser, spectating, a built-in level editor, and custom maps that download automatically over HTTPS when you connect to a server running one — so a group can play an arena nobody else has installed. Ranked has a rating that is shared between the Steam and web versions if you link a Discord account. There is a full single-elimination tournament mode the dedicated server runs on its own, spawning one instance per match and advancing the bracket without anybody managing it by hand.
That dedicated server is a separate headless binary — under 30 MB — which is why PlayBound can host private rooms for it on request rather than relying on someone's home connection accepting inbound UDP.
One honest limitation: there is no gamepad support. Nothing in the source or the default configuration reads a joystick, so this is mouse and keyboard only, and we have deliberately not tagged it for controllers.
We picked Hypersomnia because it is proof that a free game does not have to be a compromised one. It ships a headless dedicated server, a level editor, ranked matchmaking, a browser client and per-region official instances — infrastructure most paid shooters treat as a roadmap item — under AGPL-3.0, with the netcode that makes it work sitting there in public for anyone to read. It also fits PlayBound's harder cases perfectly: 120 MB, runs on integrated graphics, and hosts its own server, which means a party can play it tonight without anyone opening a router.
Great if you want
Look elsewhere if
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Minimum
Windows 10 / Ubuntu 22.04 / macOS 11 · Dual-core CPU · 2 GB RAM · OpenGL 3.3 GPU · 300 MB storage
Recommended
Any modern PC · 4 GB RAM · a high-refresh display to feel the 60 Hz tick
Completely. It is AGPL-3.0 open source, free on its own site and free on Steam, with no purchases, battle pass or cosmetics store. The official regional servers are run by the project.
No. We searched the source and the default configuration for joystick, gamepad, XInput and DirectInput and found nothing, so it is mouse and keyboard only. We have not tagged it for Controller Support, which also means PlayBound will not offer you phone-as-controller for it.
Sixteen by default — that is the slots value in the game's own default configuration — and a server operator can change it. Official instances run ranked and casual variants, and spectator slots are separate from playing slots.
Yes. Hypersomnia ships a headless dedicated server, so PlayBound starts a private instance on its VPS when your party hits Connect and joins everyone to it. You can also self-host from your own machine, which the launcher will offer if your connection can accept inbound UDP on 8412.
The server sends only player inputs rather than world state, and every client simulates the rest deterministically. Bandwidth therefore scales with player count, not object count — roughly 5 KB/s for two players at a 60 Hz tick, in a map with hundreds of dynamic objects. When someone joins, all clients rebuild their physics state so every simulation stays identical.
No. Connecting to a server running a community arena downloads the map and its resources automatically, over HTTPS from the map catalogue or directly from the server over UDP if the catalogue is unreachable.
Yes. There is an official web client, and it interoperates with native clients — you can host a server in a browser tab and have desktop players connect to it. Linking a Discord account to Steam shares your ranked rating between the two.
Yes. Hypersomnia supports up to 16 players. You can have PlayBound start a dedicated server for your group. PlayBound Connect handles the setup: start a party with your friends, pick how you want to play, and everyone launches into the same game from the PlayBound launcher, with the dedicated server started for you if you choose one. It also supports cross-play, LAN play, a ranked ladder, and spectating. There is no subscription and no paid multiplayer tier.
Community
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