CRIMSON PROTOCOL — THE FALL
A browser-native combined-arms FPS for VIVERSE · Desktop + WebXR (Meta Quest)
Humanity's last 22 operations against the xenoform Substrate — fought on foot, from the commander's hatch of an M60 tank, and behind the chaingun of an AH-7 gunship — running entirely in a browser tab from a single HTML file.
THE GAME
*22-operation campaign across a directed visual arc — coastal landing, rust-belt push, blood-dusk sieges, drowned murk, night escorts, violet hive finale — with five mission types: extermination, spire assault, defend, escort, and timed exfil.
*Four playable modes: Campaign, Skirmish, and dedicated Chopper and Tank rampage modes — plus medals, personal records, and score-multiplying challenge modifiers.
Living enemy AI: four xenoform castes (stalkers, flankers, leapers, spitters) with pack alerting, hit-reaction dodges, committed melee pressure, and a pacing director that breathes lull → build → surge → finale.
*Combined arms: the AH-7 WARHAWK (1100rpm chaingun, gravity bombs, tactical nukes) and a drivable M60 (cannon, coax MG, nuke shells, turret lock/free-traverse, hull roadkill) — each with hull-integrity damage, smoke-then-fire wounds, and full crash sequences including the ammo-rack turret toss.
*A world that fights with you: every building is enterable — doorways, interiors, sight-blocking walls — over seeded per-op city layouts, and every enemy death detonates. The handheld CASTLE-9 nuke ends the entire map and leaves you, by design, the sole survivor.
WHY IT FITS VIVERSE
*WebXR-native, not ported: designed headset-first for the open web and verified running smoothly on standalone Meta Quest — in the browser, no install, no store.
*VR that uses your body: two-handed weapon handling, physical reloads (draw a mag from your chest, slam it home), grab-to-pick-up, and real-crouch cover — physically ducking breaks enemy line of sight.
*Full vehicle support in VR: ride the tank's commander hatch or the Warhawk's cockpit, seated to your actual headset height, with complete Quest controller bindings.
*Zero-friction distribution: one file, one link. If it can open a webpage, it can play the game.
TECH NOTES
*Single-file build (~370 KB, ~6,600 lines): three.js rendering with zero external assets — every model, texture, palette, and sound generated procedurally in code, including WebAudio-synthesized weapons and ambience.
*Four input worlds, coexisting: keyboard/mouse, PlayStation controller (spatial menu navigation, response-curved aim, drift auto-calibration), Meta Quest controllers, and full mobile touch controls.
*Deterministic seeded world generation, swept-volume collision, quality presets scaling from phones to laptops to standalone headsets.
Built solo by Darrell Kelly, Global Talent Acquisition Manager at HTC, using AI-assisted development — proof of what one determined non-engineer can ship when the tools meet the ambition.
CRIMSON PROTOCOL — THE FALL
A browser-native combined-arms FPS for VIVERSE · Desktop + WebXR (Meta Quest)
Humanity's last 22 operations against the xenoform Substrate — fought on foot, from the commander's hatch of an M60 tank, and behind the chaingun of an AH-7 gunship — running entirely in a browser tab from a single HTML file.
THE GAME
*22-operation campaign across a directed visual arc — coastal landing, rust-belt push, blood-dusk sieges, drowned murk, night escorts, violet hive finale — with five mission types: extermination, spire assault, defend, escort, and timed exfil.
*Four playable modes: Campaign, Skirmish, and dedicated Chopper and Tank rampage modes — plus medals, personal records, and score-multiplying challenge modifiers.
Living enemy AI: four xenoform castes (stalkers, flankers, leapers, spitters) with pack alerting, hit-reaction dodges, committed melee pressure, and a pacing director that breathes lull → build → surge → finale.
*Combined arms: the AH-7 WARHAWK (1100rpm chaingun, gravity bombs, tactical nukes) and a drivable M60 (cannon, coax MG, nuke shells, turret lock/free-traverse, hull roadkill) — each with hull-integrity damage, smoke-then-fire wounds, and full crash sequences including the ammo-rack turret toss.
*A world that fights with you: every building is enterable — doorways, interiors, sight-blocking walls — over seeded per-op city layouts, and every enemy death detonates. The handheld CASTLE-9 nuke ends the entire map and leaves you, by design, the sole survivor.
WHY IT FITS VIVERSE
*WebXR-native, not ported: designed headset-first for the open web and verified running smoothly on standalone Meta Quest — in the browser, no install, no store.
*VR that uses your body: two-handed weapon handling, physical reloads (draw a mag from your chest, slam it home), grab-to-pick-up, and real-crouch cover — physically ducking breaks enemy line of sight.
*Full vehicle support in VR: ride the tank's commander hatch or the Warhawk's cockpit, seated to your actual headset height, with complete Quest controller bindings.
*Zero-friction distribution: one file, one link. If it can open a webpage, it can play the game.
TECH NOTES
*Single-file build (~370 KB, ~6,600 lines): three.js rendering with zero external assets — every model, texture, palette, and sound generated procedurally in code, including WebAudio-synthesized weapons and ambience.
*Four input worlds, coexisting: keyboard/mouse, PlayStation controller (spatial menu navigation, response-curved aim, drift auto-calibration), Meta Quest controllers, and full mobile touch controls.
*Deterministic seeded world generation, swept-volume collision, quality presets scaling from phones to laptops to standalone headsets.
Built solo by Darrell Kelly, Global Talent Acquisition Manager at HTC, using AI-assisted development — proof of what one determined non-engineer can ship when the tools meet the ambition.
CRIMSON PROTOCOL — THE FALL
A browser-native combined-arms FPS for VIVERSE · Desktop + WebXR (Meta Quest)
Humanity's last 22 operations against the xenoform Substrate — fought on foot, from the commander's hatch of an M60 tank, and behind the chaingun of an AH-7 gunship — running entirely in a browser tab from a single HTML file.
THE GAME
*22-operation campaign across a directed visual arc — coastal landing, rust-belt push, blood-dusk sieges, drowned murk, night escorts, violet hive finale — with five mission types: extermination, spire assault, defend, escort, and timed exfil.
*Four playable modes: Campaign, Skirmish, and dedicated Chopper and Tank rampage modes — plus medals, personal records, and score-multiplying challenge modifiers.
Living enemy AI: four xenoform castes (stalkers, flankers, leapers, spitters) with pack alerting, hit-reaction dodges, committed melee pressure, and a pacing director that breathes lull → build → surge → finale.
*Combined arms: the AH-7 WARHAWK (1100rpm chaingun, gravity bombs, tactical nukes) and a drivable M60 (cannon, coax MG, nuke shells, turret lock/free-traverse, hull roadkill) — each with hull-integrity damage, smoke-then-fire wounds, and full crash sequences including the ammo-rack turret toss.
*A world that fights with you: every building is enterable — doorways, interiors, sight-blocking walls — over seeded per-op city layouts, and every enemy death detonates. The handheld CASTLE-9 nuke ends the entire map and leaves you, by design, the sole survivor.
WHY IT FITS VIVERSE
*WebXR-native, not ported: designed headset-first for the open web and verified running smoothly on standalone Meta Quest — in the browser, no install, no store.
*VR that uses your body: two-handed weapon handling, physical reloads (draw a mag from your chest, slam it home), grab-to-pick-up, and real-crouch cover — physically ducking breaks enemy line of sight.
*Full vehicle support in VR: ride the tank's commander hatch or the Warhawk's cockpit, seated to your actual headset height, with complete Quest controller bindings.
*Zero-friction distribution: one file, one link. If it can open a webpage, it can play the game.
TECH NOTES
*Single-file build (~370 KB, ~6,600 lines): three.js rendering with zero external assets — every model, texture, palette, and sound generated procedurally in code, including WebAudio-synthesized weapons and ambience.
*Four input worlds, coexisting: keyboard/mouse, PlayStation controller (spatial menu navigation, response-curved aim, drift auto-calibration), Meta Quest controllers, and full mobile touch controls.
*Deterministic seeded world generation, swept-volume collision, quality presets scaling from phones to laptops to standalone headsets.
Built solo by Darrell Kelly, Global Talent Acquisition Manager at HTC, using AI-assisted development — proof of what one determined non-engineer can ship when the tools meet the ambition.