Classical Caliber Combat Contest is the "kart racer of arena shooters" where old-school movement and weapons meet party game elements like stage hazards, comeback items and a cast of challenging NPC bots.
Wield an enormous collection of weapons against your enemies, including arena shooter favorites and totally new creations! Punchy feedback, striking visuals and unique sound effects make each of the 50+ weapons a distinct tool of mayhem. Will your favorite be the classic Rocket Launcher? Or do you prefer the overloaded power of the Shell Compactor?

Bullet weapons are well-rounded, like the adaptable Burst Rifle
Shell weapons are specialized, like the hybrid-shotgun Scrap Blaster
Voltage weapons are technical, like the precise Lightning Ray
Explosive weapons damage and push targets, like the classic Rocket Launcher
Radiation weapons possess unbelievable power, like the chaotic Bio-Blower

Each match has a five-weapon arsenal, one for each ammo slot. These weapons appear as pickups on the map, with spawn timers for stronger weapons. After the match concludes players have a short time in the Lobby to collect and play Cards, which level up, override and defend against each other to build the next match.

Duplicate Cards combine and level up, making them harder for other players to remove
Modifier cards change the game with wild rules, including Floor is Lava and Infection
Utility cards change the entire board, like clearing Modifiers or removing every top card
The rare "Mutated Mania" pack adds powerful weapon to everyone's default loadout

A cast of computer-controlled characters fight alongside players by navigating the arena, collecting pickups, and shooting weapons like a "real" human. Each of the 12 distinct characters comes with a unique appearance, skill level and text chats - NPC opponents aren't afraid to gloat about a kill! Invite the strongest bots to your Contest if you dare, as they possess incredible reflexes and aiming abilities.

Classical Caliber Combat Contest contains:
50+ powerful weapons
15 impactful Items, including the Bowling Bomb, Boombox and Versus Sensor
12 distinct NPC bots, each with a custom appearance, skill stats and chat messages
Blank "ArenaBots" available if you just want more to shoot at.
8 unique Maps, each with four layouts to accommodate different game sizes
Fan favorite Modes, including Deathmatch and Capture the Flag
Free-for-All, 2-, 3- and 4-Teams supported by all Maps and most game modes
Game-changing Modifiers like Infection and Floor is Lava
Stage hazards and interactive elements add chaos and tactics to combat
Knock players into Death Pits or Grinders for an instant kill
Touch an Electric Wall for a zap, or bounce certain Items to supercharge them
The Mutator Barrel changes based on how it is destroyed
Bullet weapon damage creates a simple, high-damage blast
Explosive weapon damage sucks in nearby players for an easy follow-up
Stage hazards also interact uniquely with the Barrel!
Additional Features
Unique comic-book vibrant visual style
Customize your ArenaBot's colors and face. See them in the Lobby, and on billboards!
Accessibility features get new players up to speed faster
The Spawn List shows when weapons and powerups are about to appear
Performance-distributed items like the MEGA Sensor help players mount a comeback
Armor Stacks increase the defenses of underperforming players
Join and invite players directly from the Steam Friends list
Share a Game Code to easily connect without being friends
Enter a Station ID to join a random online game hosted using that ID
Secret Handshake Interactive is brought to you by players like you.
Thank you.
Version beta 31 is now available for testers! It will appear as \"b31_1.0\". If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation!
Content
Two old items, the Foam Grenade and Ink Rocket, have been re-enabled.
[/*]
Balance
Item Boxes can now be shot and destroyed at range, releasing an Item Spirit
[list]The spirit will be inert for a short time, and then fly towards the player who broke the box.
[/*]The spirit will fly for a limited time before \"popping\". If this happens, you receive an Item.
[/*]The spirit can be shot by the player who broke the box. If this happens, you receive an Item and an Armor Stack.
[/*]Current behavior of picking up Item Boxes manually is unchanged, granting an Item and an Armor Stack.
[/*]
Multiple items have had their use time normalized
For example, Auto-Missiles no longer \"sit\" in your item slot while they are active. Grapple away!
[/*][/*]All items have been set to \"no duplicate\", as an experiment.
[/*]Player visuals have been enhanced to articulate current vital state.
Hostile flash now speeds up as Health decreases.
[/*]Added a purple raster overlay effect when the player has any Armor.
[list]The raster changes visually as the player gains more Armor.
[/*][/*]An issue preventing the incoming damage alert from functioning fully has been fixed.
[/*]\"Melee-type\" weapons (Power Saw, Gold Box, etc.) now visually react in first person when in melee range.
[/*]Features
Loading tips have been refactored to show actually useful tips more often.
[list]Added loading tips for each item
[/*]Added a title to the loading tip popup to explain the context of the tip
[/*]
The action user interface has been updated to reduce visual clutter.
[/*]The train lines on Isolation now run as they should. Stay out of the way!
[/*]The visuals of grass textures and details have been updated in response to feedback that they looked \"like puke\". Thanks.
[/*]Armor kits and health packs have new visual effects to make them stick out even more.
[/*]Version beta 30 is now available for testers! It will appear as \"b30_2.0\". If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation!
Content
Weapon: Tactical Pistol! Semi-automatic with a high potential rate of fire. Mind the inaccuracy bloom to keep your shots on target.
[/*]Weapon: Crossbow! Launches fast projectiles with gravity. Headshots deal bonus damage!
[/*]Weapon: Modulator Pistol! Contains AC and DC firing modes. Deal damage with one mode to temporarily power up the other.
[/*]Weapon: Pressure Vessel! This shotgun fires a wide, uncontrollable spread. Charge-fire to reduce spread and increase range.
[/*]Weapon: Deconstructor! Charge and release the devastating Evisceration Beam.
[/*]Greybox map: Armistice, featuring a rather large anti-gravity map region!
[/*]
Features
Gambling! Added playtime drops of loot crates and a cosmetic skin inventory system. No purchase necessary!
[/*]All pickups now have a slight magnetized effect when a player walks near them.
[/*]Improved visibility of vital powerups with light sources and some additional visual effects.
[/*]Beam-type projectile visuals (Lightning Ray and Deconstructor) have been improved for less visual noise in first person.
[/*]Charging FX have been given to weapons it was fitting on (arc accelerator, nailgun, etc)
[/*]Rich Presence now also updates for Steam. Discord support is unchanged
[/*]The full game version no longer asks you to wishlist from the main menu (:troll:)
[/*]
Version beta 29 is now available for testers! It will appear as \"b29_1.0\". If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation!
Note: These patch notes contain some changes already present in the Demo update. Sorry for any confusion!
Content
Weapon: Assault Rifle! Alt-fire to lob a grenade that deals increased damage after stopping.
[/*]Weapon: Frag Magnet! Alt-fire to launch or retract a magnet that sticks to targets and the environment. Primary fire projectiles track towards the magnet\'s location.
[/*]Weapon: Energy Glaive! Fires a horizontal spread of ricocheting, piercing hitscan projectiles.
[/*]Weapon: Missile System! Fires a barrage of guided missiles. Hold alt-fire to lock up to 4 targets.
[/*]Weapon: Blade Launcher! Revs up to fire bouncing saw blades. Alt-fire to charge a horizontal saw that sticks into vertical surfaces.
[/*]Game modes: King of the Hill and Zone Control
[/*]Greybox map: Isolation, featuring some rather unique stage hazards
[/*]Challenge levels: Combat Sub-2, Arena Basics
[/*]Additional modifiers: Super Armor and Featherweights
[/*]Added bot characters
[list]Masquerade, Barbarian, Contestant, Specialist, Entrepreneur, Traveller
[/*]
Balance
Reworked Contest card selling
[list]Level 0 cards are now worthless, with a unique sell overlay icon to match
[/*]Substantially reduced the price scaling on leveled cards
[/*]Final round now auto sells all your cards to squeeze out any extra points
[/*]
Features
Updated the model for the Grenade Launcher.
[/*]The target dummies in the Firing Range have been combined into one character with improved customization and damage feedback.
[/*]Improved popup damage numbers
[list]Impact + splash numbers now combine, for example the rocket launcher no longer shows two numbers on hit
[/*]Spread-shot numbers now combine, for example the Vertical Shotgun now shows one precision and one non-precision number
[/*]
The user experience flow for Quickplay, the Server Browser, and empty lobbies has been improved to make it easier to get players or bots to battle against.
[/*]Added sound occlusion and verticality effects
[/*]Added music hits to the main menu
[/*]Bots now have some sense of the game mode and will do their best to win in modes beyond just Deathmatch
[/*]Enabled Steam Cloud for save game data.
[/*]Thank you to everyone who commented on the trailers and posts, played the Demo, or joined the Discord! Without your feedback, C4 would never become the best version of itself. Secret Handshake team members met and interacted with players who were more passionate about our vision for C4 than we could have imagined! Please know your enthusiasm for the game is what gets the team to put in the long hours that carry us to release.
The C4 Multiplayer Demo has been updated to a static version with a fixed set of game content and limited multiplayer features. It will remain in this state up to Q4 release and beyond. We wish we could have left Quickplay and the Server Browser on, but maintaining one online game is already a huge workload for three people.
What\'s next?
The team is barreling towards release later this year! We are wrapping up the last bits of game content, polishing features, and squashing bugs. Additionally, we are continuing to collect and study feedback for last minute changes and additions we can squeeze in before version 1.0.
Secret Handshake Interactive is brought to you by players like you.
Thank you.
The C4 Multiplayer Demo has been updated to version b28_2.0! This update includes new trial weapons, a game mode, multiple Modifiers, performance fixes, and general game improvements.
Content
Weapon: Burst Rifle
[list]This Bullet weapon demands precision with it\'s three-round burst and high headshot multiplier, but can deal large amounts of damage if kept on target.
[/*]
Weapon: Incinerator
This flamethrower-type weapon burns Shell ammo to unleash a barrage of short range fire blasts. What this weapon lacks in range it makes up for with high damage and a powerful alt-fire mode that can blast targets back.
[/*][/*]Weapon: Ray Gun
This lightweight Voltage weapon fires projectiles that take skill to land with precision, but reward accuracy with high damage.
[/*][/*]Weapon: Mortar
This Explosive weapon lobs fast-moving projectiles with high gravity in an arc. Projectiles increase in impact damage as they travel and deal increased area-of-effect damage on impact, so go for the long shot!
[/*][/*]Weapon: Fissile Collider
This Radiation-fueled auto shotgun shreds targets at close range, and has an alt-fire projectile that can pull targets in to the weapon\'s range of engagement.
[/*][/*]Game Mode: Capture the Flag
[/*]Modifier: Juggernaut (+ a few more!)
[list]The Juggernaut Gear will appear at a random location shortly after the match begins. Collect the pickup to don the powerful Juggernaut Suit, complete with it\'s own theme tune! Defeat the Juggernaut to claim the gear for yourself, inheriting whatever time they had left.
[/*]
Performance
Thank you to the players who took the time to report the performance issues with the Demo! We took these reports seriously as soon as we received them and got right to work patching some big issues with frame rate averages and spikes. In this update we are making multiple changes to optimize player and weapon models, the user interface and HUD, and NPC bots.
We have also added a graphic to the Host Server screen that illustrates the performance impact of adding bots to your game. We recommend 5 bots on a mid-range PC. Setting the Bot Fill target to 6 (the default) will make sure you either meet or come in under this number. We aren\'t going to restrict the number of bots you can add, but we thought it was wise to let you know that running that many virtual brains is not free.
Version b28_2.0 also includes fixes made to the Demo in the first three days. Thanks to our community for reporting these issues on the Discord!
Demo Missions progression blockers
[/*]Issues with the Contest Mode finale sequence
[/*]Problems with sounds not playing or finishing too late
[/*]Concerns with UI flow and user experience
[/*]
Thank you for playing the C4 Demo!
Secret Handshake Interactive is brought to you by players like you.
Thank you.
Version beta 28 is now available for internal testers! It will appear as \"b28_1.0\". If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation!
Balance
Reworked the Versus Sensor item
[list]Now applies it\'s reveal effect to the player closest to you in proximity, not score.
[/*]
Reworked the Remote C4 item
Is now called the \"Sticky Bomb\". (\"C4\" will return in another form.)
[/*]No longer has a manual detonation function.
[/*]Can now be shot with any weapon to detonate.
[/*][/*]The Boombox item now grants Armor over time if you dance in it\'s area of effect, in addition to its previous effects.
[/*]Reworked the MEGA Sensor
No longer targets you if used in first place, instead targeting the player in second place.
[/*][/*]Placement indicator is now hidden for the first 30 seconds of a match
Surprise! You\'re in last!
[/*][/*]Features
Added occlusion-based sound effect modulation. Sounds above you and behind walls how have unique effects.
[/*]The Combat Chart (paper doll head placement indicator) now displays the outgoing source and incoming target for items.
[/*]Contest mode has received some additions.
[list]Three random gold awards will now be given out at the awards ceremony.
[/*]Extra points are now converted to Gold at the awards ceremony.
[/*]
Online social features have been expanded.
Ban + kick buttons for host now require a confirmation input.
[/*]Improved readout for connection failures.
[/*]Added a game option to automatically add users to your \"Avoid\" list that you ban as a host.
[list]Note that the functionality to block players you have avoided from servers you host is default.
[/*][/*]Added a player actions button to avoid a player.
[/*]Added an icon on server list entries that report a player you have avoided.
[/*]Added an icon on player list entries for players you have avoided.
[/*]Added a session settings security check that will warn players if the game thinks a server is lying about the members present.
[/*]AI character behavior has been improved, both in general and during Gold Events, through bug fixes and logic improvements.
[/*]Added a new Social tab to the main menu. This tab contains a list of recent players as well as listing all the players you have avoided.
[/*]Improved friendliness sound modifier, no longer adjusts pitch. Replaced with a low/hi pass filter based on sound source friendliness.
[/*]Version beta 27 is now available for internal testers! It will appear as \"b27_1.0\". If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation!
Features
Added the Awards Ceremony to the end of Contest Mode.
[/*]Multiple damage sources from the same weapon produced within a single frame now combine into one number, if they are precision hits
[list]This almost exclusively impacts hitscan shotguns, which now pack all precision damage numbers into one big one for better readability
[/*]
Improved the death camera to reduce disorientation
[/*]Improved the tracking consistency of world tracker widgets like wallhack trackers and player name plate overheads
[/*]Added some user flow features to direct players through adding bots to an empty Lobby
[/*]Improved the UI theming of the Match Config and Main Menu
[/*]Replaced the tiny shrunk SH logo with Mister Handshake
[/*]Improved first-person posing for multiple weapons
[/*]Added credits to the Main Menu. You must see them in Contest Mode first to unlock this option.
[/*]Improved auto-equip logic
[/*]During the October 2025 Steam Next Fest, Classical Caliber Combat Contest\'s free demo version will be regularly updated and expanded with new game content. These additions are building upon the second major demo version, after the initial public release all the way back in May \'25. This new iteration of C4 boasts improved visual fidelity, refined gameplay, and entirely new features like the Announcer.
This new version of the Demo will also include a short series of quest missions players can complete to unlock permanent access to another weapon within the demo, which we believe is rather... super.
The demo will be updated over the course of the Next Fest with the following schedule:
[olist]October 13th: Event Begins
Weapon Series 1, 2 and 3
[/*]Three Maps: Playhouse, Surveillance, Excavation
[/*]Game Mode: Deathmatch
[/*]Modifiers: Egomania, Vampirism, All You Can Eat, Backpacks, Sticky Fingers
[/*]Character Bots: Authority, Instructor
[/*][/*]October 16: Update #1
Weapon Series 4
[/*]Game Mode: Capture the Flag
[/*]Modifiers: Vitality, Shed Skin, Juggernaut
[/*][/*]October 18th: Update #2
[olist]Weapon Series 5
[/*]Map: Corrosion
[/*]Modifiers: Moon Men, Molten Tide, Infection
[/*][/olist][/*][/olist]Additionally, keep an eye out for Secret Handshake team members in multiplayer matches while the Next Fest is on! They will have a unique badge next to their names in the player list, so you won\'t miss them. Developers just might be \"hacking\" in some full game content to show off, so keep your eyes peeled! We\'re excited to see you all out there.\n\nSecret Handshake Interactive is brought to you by players like you.
Thank you.
Version beta 26 is now available for internal testers! It will appear as \"b26_1.0\". If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation!
Content
New modifier: Infection!
[/*]New modifier: Floor is Lava!
[/*]
Balance
Launchers (bounce + boost pads) now apply a temporary effect that enables wall jumping and increases air control.
[/*]Split Contest modifier card packs into mobility and combat types for more determinism around what you will get
[/*]
Features
New types of item animations have been added
[/*]Improved visual and audio feedback for air/wall jumps
[/*]Added a setting to restrict the horizontal space the UI takes up (useful for ultrawide)\\\\
[/*]Added a separate setting for gamepad horizontal sensitivity
[/*]Filled out the main menu with all 51 ArenaBots, even though some of them don\'t have their weapons yet
[/*]Improved spectator camera orbit functionality with stick-to-target for characters
[/*]Removed loading tips from launch sequence
[/*]Added light sources to a few more things, including the Mutator Barrel and item boxes
[/*]Improved 3D world widget materials to significantly decrease anti-aliasing artifacts while moving
[/*]Improved on-screen trackers, they should no longer visibly lag behind targets
[/*]Added in-game bug report and feedback surveys
[/*]Added a popup to the Lobby when you attempt to start a match or contest with no opponents (can be disabled in settings)
[/*]Improved game vote logic in Contest mode to shuffle teams even when team count does not change
[/*]Added a \"To Do\" sticky checklist to the main menu, this is a demo feature and is disabled for now
[/*]Created a community guide for chat commands and content iDs
[/*]
Thank you to everyone who played our original demo version. It was a look at the game that is now quite outdated, and as such we have removed it in preparation for a new, updated demo that will be a permanent fixture on the C4 store page. This new demo version will contain a curated selection of full game content, including multiple maps, game modes, weapons, modifiers - and Contest mode! Also included is a swath of visual upgrades and our updated multiplayer features, which you may have read about in a previous post.
Secret Handshake Interactive is brought to you by players like you.
Thank you.
Version beta 25 is now available for internal testers! It will appear as \"b25_1.0\". If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation!
Content
New Gold Event: Gold Boss
[list]The Gold Boss will attack a few times during the match.
[/*]Damage them to score Gold, and drive them away.
[/*]
Balance
(Most) Hitscan weapon projectiles now have infinite \"virtual\" range
[list]This means they can deal their minimum damage from a long way away
[/*]
The Bio-Blower\'s sticky projectiles now connect to each other with tripwires
[/*]Most projectiles have had their minimum falloff damage raised
[/*]Mini-Missiles now fire in bursts of four
[/*]Weapon recoil now varies more horizontally shot per shot and has a more reliable bias over time
[/*]Certain active items are now temporarily or permanently disabled if you are hacked while they are active
[/*]Features
Contest mode changes:
[list]Rebalanced mission rewards
[/*]Reorganized some missions
[/*]Missions now influence or level up the packs you receive
[/*]The 4th round now has a Gold Event
[/*]Added repeatable missions back to event rounds
[/*]Shop now has visual and audio effects when it is about to close
[/*]Card levels now persist on the board
[/*]Added an animated sequence to the board showing how the board changes between rounds
[/*]Prettified the contest lobby
[/*]
Remodeled the Vertical Shotgun, Plasma Cannon and Radiation Rifle
Also tweaked the Fissile Collider\'s model slightly
[/*][/*]Slightly changed the Shell red and Radiation green colors
[/*]Most projectiles have been given a trail effect
[/*]Weapons have been given new muzzle flash effects
[/*]Expanded the Discord integration to describe more gameplay states
[/*]Improved the lobby and bot customizer UI
[/*]Improved the visuals of the MEGA powerups
[/*]Improved the visual effects for the Juggernaut state
[/*]Added a little tune to the Juggernaut
[/*]Added an option to show or hide loading screen tips
[/*]Gave Deathmatch a better icon
[/*]The FIring Range is now automatically a friends-only server
[/*]Added a third person camera for emoting
[/*]Enabled TSR icons by default
[/*]Added new models for stage hazards/interactables
[/*]Version beta 24 is now available for internal testers! It will appear as \"b24_1.0\". If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation!
Content
New modifier: Juggernaut
[list]The Juggernaut Gear spawns where a double item box would spawn.
[/*]Command the might of the Juggernaut until it\'s timer runs out, or you die.
[/*]Death with enough time left on the Juggernaut suit will drop it again as a pickup
[/*]The Powered Minigun (juggernaut weapon) inherits it\'s Plus-Power level from the Modifier
[list]the Powered Minigun is classified as a Basic weapon, including the ability plus-power
[/*]
Balance
An Armor Stack is now also removed for your first kill in a life
[list]This is an expansion of the killstreak-based stack removal to include your first kill
[/*]
The healing granted by \"consuming\" Armor Stacks has been reduced in effectiveness
Per stack consumed: Now heals 5 instantly and 5 more over 2.5s
[/*][/*]The Spawn Shield can now be broken early by firing your weapon
[/*]Features
Added like 100 loading screen tips
[/*]Improved the Lobby
[list]Improved sub-window management in general
[/*]Converted overlay widgets (chat, player list, game vote) into more explicitly \"tabbed\" elements
[/*]Improved weapon selectors for the
[/*]
Certain kill types now \"full gib\" the player model
[/*]Added local anonymous mode to the game settings
[/*]Added special effects for when Secret Handshake team members join a game
[/*]Added better camera mode tools
[/*]Updated Boombox and Gold Box visuals
[/*]Added a server \"Attitude\" feature
Game hosts specify an Attitude when creating a server
[list]Casual, Standard, Competitive
[/*][/*]A server\'s Attitude appears in the Server Browser
[/*]When searching with Quickplay, players can select an attitude to search for.
[/*]Added some miscellaneous features required for the upcoming Next Fest trailer.
[/*]Version beta 23 is now available for internal testers! It will appear as \"b23_1.0\". If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation!
Balance
Adjusted Capture the Flag
[list]Added a floor graphic for return progress
[/*]The flag now telefrags enemy players standing on it\'s platform when it returns
[/*]The flag now gains a temporary invulnerability shield that bounces players when it returns
[/*]Added a flag compass and state popups to the UI (these were supposed to be in last week :( )
[/*]
Reworked the Handgun
Is now a hitscan (was a fast projectile)
[/*]Players can now drop the Handgun on death if it is their only weapon.
[/*]Picking up a Handgun while you have one equipped replaces it with the Dual Pistols.
[/*][/*]Reworked the Dual Pistols
Is now a hitscan (was a fast projectile)
[/*]Now shares a damage profile with the Handgun
[/*]Now fires at double the Handgun\'s RPM
[/*][/*]Reworked the Power Saw
Reduced damage 17>15
[/*]Now applies an \"armor strip\" effect to targets, removing 15 extra Armor after it\'s standard health/armor damage is dealt.
[list]This results in 25 armor being lost per hit on a target with full Armor.
[/*][/*]Sniper Rifle
Added a rangefinder to the sniper scope, displaying what damage fraction the current trajectory will inflict
[/*][/*]Reworked Armor Stacks
Kept gaining armor stacks from Item Boxes
[/*]Kept losing armor stacks from killstreaks. Slightly increased aggressiveness of loss curve.
[/*]New: Dying on a zero kill streak with no Armor Stacks now respawns you with one.
[/*]New: Dying on a zero kill streak with any Armor Stacks now respawns you with double that amount.
[/*][/*]Conducted an extensive balance pass, intending to reduce the power level across the board.
In general, headshot multipliers are lower.
[/*]Shotguns are mostly untouched.
[/*]No, I don\'t have specific notes. Sorry!
[/*][/*]Removed the two-player \"ammo tier\" from pickup rewards.
There are now three sizes of pickup ammo grants - 1-4 players, 5-7 players, 8-12 players
[/*]This results in slightly less ammo per pickup on larger layouts
[/*][/*]Added an additional Item Box or two to most map layouts.
[/*]Increased respawn time for all sizes of armor kit slightly.
[/*]Updated Departure with a smaller layout
[/*]Updated Consumerism with new connections between the spawn areas and center rooms
[/*]Features
Improved ragdolls
[list]Face text now flickers out before disappearing
[/*]Improved collision between ragdolls
[/*]Added idle particle effects
[/*]Added decapitation for precision kills and splash damage kills
[/*]Improved despawning FX
[/*]Affected by explosions and projectiles
[/*]
Added a new weapon \"complexity\" stat, with three levels
Visible on weapon tooltips and cards
[/*]Describes generally how complicated a weapon is to operate
[/*][/*]Added a small amount of camera shake to weapon recoil.
Can be disabled in the Options, under \"Camera\".
[/*][/*]Improved like every visual effect
New tracers, hit effects, explosions, impact decals
[/*][/*]Gave each team a unique icon, replacing the generic shapes they previously had.
RED Contracting
[/*]BLU Strategies
[/*]GRN Ecotechnology
[/*]YLW Laboratories
[/*][/*]New art for items that were missing it/using generic assets.
[/*]The new ArenaBot now graces key art and visual material when the game launches and on Steam
[/*]Added a WIP vignette animation to the main menu
[/*]Version beta 22 is now available for internal testers! It will appear as \"b22_1.0\". If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation!
Content
New game mode: Capture the Flag!
[list]Note: CTF is not currently supported by the announcer or bots. Check back next week.
[/*]
New weapon: Tactical Shotgun, close-range 2-burst
[/*]New weapon: Static Cannon, charges a projectile that changes mode
[/*]New weapon: Heavy-Auto Rifle, fires heavy hitscans that load an alt-fire rocket
[/*]New testing map: Consumerism
[/*]Balance
Every weapon now has recoil of some kind.
[/*]Added soft target tracking to the Bullet plus-power \"mini bomb\" to make it more consistent
[/*]Explosive plus-power vortex no longer affects it\'s instigator
[/*]Departure greybox has been tweaked
[/*]
Features
Created a new \"split hitbox\" projectile type for particularly large ballistic projectiles
[/*]Added flying bullet casings for pistol, rifle and shotgun-style weapons
[/*]Updated the visuals on the Machine Gun. It now alternates barrels in normal mode, and fires both in turret mode.
[/*]Lightning-ish weapons now have new visual effects
[/*]
Steamworks developer pages were acting funky when we published Beta 21, so this post was created two weeks later.
Content
Prototype Map: Departure,
[/*]New Weapon: MEGA Shotgun,
[/*]
Balance
Reworked all 4 MEGA powerups,
[/*]MEGA Health now grants a regeneration effect for it\'s duration,
[/*]MEGA Damage is now 3x damage (was 2x),
[/*]MEGA Armor grants knockback resist + infinite armor,
[/*]MEGA Agility also grants swap speed + non-precision damage resistance,
[/*]MEGAs now all spawn at the same time,
[/*]Each map layout now only has one spawner per MEGA type,
[/*]Picking up a new mega powerup while you already have one active will copy the duration to the new effect,
[/*]
Features
Accepting a Steam invite to play now properly launches the game and joins the session.,
[/*]Enabled SteamSockets for anonymous P2P connection,
[/*]Multiplayer features have been reworked significantly.,
[/*]Removed Game Codes and Station IDs,
[/*]Added a public server browser,
[/*]Added the ability to set a custom server name,
[/*]Added \"Quickplay\" functionality using basic connection-based match selection,
[/*]Added chat commands to change server size and name,
[/*]Improved weapon zoom.,
[/*]Added an on screen timer for the spawn shield,
[/*]Improved the final match-end scoreboard. No longer shows player teams, and displays a breakdown of point sources in Contest mode.
[/*]
In response to community feedback regarding our previously communicated plans (or lack thereof) regarding public matchmaking, we are changing strategies.
If you viewed our Steam page before August 12th 2025, you might have noticed a disclaimer message titled \"Netcode and Matchmaking\". It explained that Secret Handshake Interactive is a very small team, and we simply don\'t have the resources to keep up with the war for fair play that modern online games create. It continued to state that C4 would not provide any open public matchmaking settings, and instead would prioritize facilitating play between friends and small communities.
However, we quickly received community feedback that this wasn\'t adequate. No matter how frictionless we made private games, or how much content we provided for solo play, battling against other real players in the Arena is an irreplaceable experience and would be inaccessible for people who did not have an established play group (and the ability to get them all into C4).
So, we\'re changing strategies! Here\'s what we are adding:
A \"Quickplay\" option on the main menu that looks automatically for a suitable server.
[/*]A public server browser, including expanded server info and filtering tools.
[/*]Votekick, a basic community-driven moderation method.
[/*]\"Avoid list\" for players and hosts.
[list]Prevents Quickplay matchmaking into servers with avoided players, and flags Server Browser entries with avoided players.
[/*]Avoided players are automatically prevented from joining servers you host.
[/*]Your Avoid List is stored as a raw text file and can be easily copied and shared.
[/*]When a player is votekicked or banned by the host, all players are given the option to add the victim to their personal Avoid List.
[/*]
We are investigating the anti-cheat options available to us.
[/*]And here\'s what is not changing:
The client-authoritative network model, which creates responsive gameplay and reduces the impact of latency.
[/*]Our commitment to facilitating established play groups, through friends list integration and other features.
[/*]
This new approach is to respect the necessity of public play for the genre, and do our small team\'s level best to preserve the integrity of play with every tool available. We have updated the \"Netcode and Matchmaking\" disclaimer on the C4 store page to reflect this.
Secret Handshake Interactive is brought to you by players like you.
Thank you.
Preserved below is the original \"Netcode and Matchmaking\" disclaimer, outdated as of August 12th 2025.
\"Without the resources to regularly update anti-cheat systems, a traditional server-based network architecture would not effectively reduce the presence of cheating in public matches. The Secret Handshake team weighed tradeoffs and made the decision to prioritize game feel and groups of friends playing together. As such, Classical Caliber Combat Contest uses a client-authoritative network architecture. This means user inputs are instantly responsive and the experience will be smoother when players are geographically separated from each other.
Because Secret Handshake cannot offer a public online experience reasonably resilient to cheating, the game does not have a public matchmaker or server browser. Instead, social features are available to help players connect to people they trust, such as inviting from the friends list, and Game Codes for easy connection without being Steam friends. Additionally, the \"Station ID\" feature allows users to perform custom matchmaking where they will be automatically connected to someone hosting a game using the same arbitrary code, if such a player exists.
It is our intention to be honest about the challenges of publishing an online multiplayer game, and continue to provide solutions to these issues.\"
Version beta 20 is now available for internal testers! It will appear as \"d_1.11.0\". If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation!
Content
New Weapon: Shock Attractor (Voltage)
[list]Fires a short-range hitscan spread.
[/*]If any part of the spread hits an enemy, the weapon releases a burst of more hitscan projectiles.
[/*]
New Weapon: Piton Bolt (Explosive)
Fires a hitscan that creates an explosion with knockback where it lands.
[/*][/*]New Weapon: Sniper Rifle (Bullet)
I think you can guess the properties of this one.
[/*][/*]Features
Many more Mission options have been added to Contest Mode
[/*]Mission and medal descriptions have been improved for conciseness and clarity
[/*]Contest Power Hands are now \"shapeless\" and do not require you to play cards in a matching order
[/*]The first Contest round is now unique to the others
[list]Select one of three pre-set \"starter\" Missions
[/*]Receive a hand of random cards, no Shop
[/*]No Power Hands. Power Hands appear on rounds 2, 3, 5 and 7.
[/*]
Reorganized Contest lobby sequence
Previous match recap has been simplified and is now automatically hidden
[/*]Round series preview is now before game voting
[/*][/*]Contest shop Money has been reworked to function like a \"Budget\"
At the start of a shop phase, you gain a certain amount of money to spend
[list]Round number, held Gold and Points all increase this value
[/*][/*]Money is no longer kept and any unspent money is lost.
[/*]Contest Cards now sell for Points, instead of Money
[/*]Death screen now displays a combat record between you and whoever killed you
[/*]Death screen now has a countdown until you respawn
[/*]Weapon viewmodels have been repositioned to be just a bit prettier
[/*]Level border walls have new visuals
[/*]Version beta 19 is now available for internal testers! It will appear as \"d_1.10.0\" as we are preparing Demo Two for release soon. If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation.
Balance
Base player movement speed has been reduced 800>750
[/*]The \"Bleed\" effect applied by shell weapons now prevents collecting health packs
[/*]Reduced Capacitor Rifle recharge time
[/*]Reduced Heavy Handguns primary fire projectile size
[/*]Increased Akimbo SMGs primary fire damage and melee range slightly
[/*]
Features
Contest Mode has been expanded with \"Missions\" that reward additional Points
[list]In the setup phase for rounds that do not have a Gold Event, players will be offered one of three Missions to choose from.
[/*]Each Mission has one Advanced and one Basic Objective.
[/*]The Advanced objective can be completed only once, and disappears after the round concludes regardless of whether it was completed.
[/*]Basic Objectives are kept between rounds, and are infinitely repeatable.
[/*]Complete Missions to earn Points on top of the match placement completion reward.
[/*]Missions are not active during rounds with Gold Events.
[/*]
Added a round sequence overview widget to the Contest lobby
[/*]Added bot behavior for Gold events
[/*]Version beta 18 is now available for internal testers! It will appear as \"d_1.9.0\" as we are preparing Demo Two for release soon. If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation.
Content
New weapon: Slag Launcher
[list]Shell category, Short range/Projectile style
[/*]Fires an unpredictable spray of bouncing slag particles.
[/*]Particles bounce up to three times.
[/*]
New gold event: \"Gold Box\"
The Gold Box will parachute on to the map, protected by a shield
[/*]Destroy the shield to pickup the box
[/*]Score Gold by picking up the box and continuing to carry it around
[/*]Primary fire to melee attack with the box
[/*][/*]Features
Contest Mode has been expanded with \"Gold Events\"
[list]Earn Points in rounds, and then cash them out with Gold Events!
[/*]There will be a variety of events. In beta 18, there is just one, the Gold Box
[/*]Gold is the new victory condition for Contest Mode
[/*]Rounds 1, 2, 4, 5 and 6 are unchanged
[/*]In a standard 7-match Contest, rounds 3 and 7 contain a Gold Event, which will be shown in the lobby and match preview
[/*]
ArenaBot got a facelift! (and a lot of other work, taken literally.)
[/*]Added a new \"major alert\" UI element. Currently only used for Gold Events.
[/*]The Announcer has been expanded with barks for every match medal.
[/*]Version beta 17 is now available for internal testers! It will appear as \"d_1.8.0\" as we are preparing Demo Two for release soon. If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation.
Content
New weapon: Heavy Handguns
[list]Heavy revolvers with a moderate fire rate
[/*]Alt-fire for a savage burst from both firearms, requiring a short cooldown before firing again.
[/*]
All Modifier cards now have unique effects that activate when leveled up (\"Plus-Powers\')
Modifiers that change an attribute generally change it \"more\" when leveled up
[/*]Modifiers that apply a unique gameplay twist have a more creative plus-power effect
[/*][/*]Balance
Attempted to improve the Assault Cannon
[list]The two projectiles in the burst are now split, one \"light\" and one \"heavy\"
[list]The \"light\" projectile loses all the special effects, including causing an explosion and dealing knockback
[/*]The \"heavy\" projectile now has a stronger explosion and knockback attached to it
[/*]
Replaced the \"Ammo Efficiency\" Plus-Power stat with \"Weapon Handling\"
Weapon Handling increases swap speed and shortens the lockout after firing a weapon before you can swap from it
[/*][/*]Features
Added a persistent visual effect for allies
[/*]Spawn and melee weapon slots now have Contest cards in the \"Basic Pack\"
[list]The Dual Pistols can be found in this pack as a fragile card, replacing the Handgun
[/*]
Improved the flow between Shop and Card pages in the Contest lobby
[/*]Added visual and SFX feedback for selling cards
[/*]Added a persistent player order widget to Contest mode, visible in the shop, card and board tabs that shows what order players will play cards in
[/*]Bots now actually delay readying up instead of faking it
[/*]New card packs:
\"
\"Vibe\" Pack (internal name): Contains 3 cards, randomly chosen from a set of 5 cards that follow a \"theme\" (shotgun, sniper, bouncy, etc.)
[/*][/*]Version beta 15 is now available for internal testers! It will appear as "d1_1.6.0" as we are preparing Demo Two for release soon. If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation.
Features
Combat Medals! Earned from killstreaks, multikills, and certain other gameplay actions, medals appear in a feed above the crosshair.
[/*]Announcer! The Announcer is here, and currently only narrates combat performance events like killstreaks, multikills, and shutdowns. The Announcer will be expanded soon to include match preview introductions and match time/score events.
[/*]
Version beta 14 is now available for internal testers! It will appear as "d1_1.5.0" as we are preparing a patch to Demo One for release soon. If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation.
Content
New weapon: Capacitor Rifle!
[list]Passively recharges an internal "energy".
[/*]Higher energy increases rate of fire and damage.
[/*]Firing depletes energy.
[/*]
8 new modifiers:
Spec Ops: Increased precision damage taken
[/*]Rejuvenation: Shortly after taking damage, your health begins to regenerate
[/*]Armor Decay: Armor begins to decay a short time after collecting a pickup
[/*]Frail Fighters: Reduced maximum health
[/*]Swap Lock: Kills with a weapon prevent it from firing until you get another kill
[/*]Moon Men: Reduced gravity
[/*]Shed Skin: Movement speed increases as armor decreases
[/*]Fleet-Footed: Moving without shooting boosts movement speed until you fire
[/*][/*]Balance
Increased Nailgun base damage 22.0>25.0
[/*]Moved around weapon category Plus-Powers
[list]"Medium Range" is now +Ammo Efficiency (was +Rate of Fire)
[/*]"Rapid Fire" is now +Base Damage (was +Ammo Efficiency)
[/*]"Projectile" is now +Rate of Fire (was +Base Damage)
[/*]With these changes, range categories now provide consistency bonuses while style categories provide lethality bonuses.
[/*]
Cards now level down when they overwrite a card of the same or higher level
[/*]Bots are a little less good at Contest mode
In general they should play high level/rare cards less often and create more interestingly varied hands
[/*][/*]Improved the Plus-Power "Ammo Efficiency" bonus to not be quite so useless
[/*]Features
Replaced card trashing with card selling, available from the shop menu
[/*]Added better iconography to Contest mode card packs
[/*]Split modifier packs into "Basic" and "Advanced"
[list]The advanced pack contains high-impact modifiers and is rarersss
[/*]
Corrosion is complete! Including new background visuals and modified level geometry.
[/*]When equipping a plus-power weapon, an on-screen descriptor has been added describing the stat changes and unique abilities.
[/*]The Lobby card play hand has been widened and commanded to spread your cards out more evenly.
[/*]Weapons that spawn a "substitute" (such as the mine launcher or bio-blower) now create a "clone" on client machines before the server confirms the substitute's location. This prevents the "flickering"/"sticking" issue caused with non-trivial latency.
[/*]Version beta 13 is now available for internal testers! It will appear as "d1_1.4.0" as we are preparing a patch to Demo One for release soon. If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation.
Content
Weapons now gain stats and abilities as they level up (these are called Plus-Powers).
[list]Starting at level +1, weapons gain two stat boosts: one tied to Range, and one for Style.
[/*]Range-based stat boosts:
[list]Short: Projectile maximum range + lifetime
[/*]Medium: Fire rate
[/*]Long: Projectile size
[/*]
Style-based stat boosts:
Rapid Fire: Ammo efficiency
[/*]Projectile: Base damage
[/*]Precision: Headshot multiplier
[/*][/*]At +1, these bonuses are small but impactful. They increase linearly to level +9, and then continue increasing much more slowly all the way to +99. (good luck)
[/*]At level +5, weapons gain an "ability" that triggers (with a short cooldown) upon rapidly dealing 100 damage to a target.
Bullet: Drops a mini-bomb that explodes when it hits the ground
[/*]Shell: Deals extra knockback and applies anti-heal
[/*]Voltage: Calls down a lightning strike
[/*]Explosive: Spawns a volatile singularity
[/*]Radiation: Applies a short armor-strip effect
[/*][/*]Note: Modifiers can level up, but they do not have custom functionality yet.
[/*]Balance
The Scrap Blaster's initial projectile now detonates when it hits a target or the environment.
[list]Projectile and splash damage have been adjusted to account for this.
[/*]
Features
A new kill-delta graph has been added to the UI, above the match status.
[list]This bar demonstrates the effective difference in kills between all players in the match.
[/*]It's our hope this will improve the readability of the match state and items you are receiving.
[/*]
Corrosion has received small layout updates and flyaround cutscenes.
[/*]The Raygun has received a small visual update and a new sound effect.
[/*]The Nucleus Projector has received a small visual update and a new sound effect.
[/*]Version beta 12 is now available for internal testers! It will appear as "d1_1.3.0" as we are preparing a patch to Demo One for release later in June. If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation.
Content
New weapon: Nucleus Projector
[list]Fires a rapid stream of medium-speed Radiation projectiles
[/*]
Bots can now participate in Contest mode!
They play cards attempting to match Power Hands just like you.
[/*][/*]Balance
Buffed the Scrap Blaster
[list]Added a small area of effect to the projectile when it detonates
[/*]Increased shotgun pellet damage 12>15
[/*]Increased projectile lifetime 0.1>0.125
[/*]I can fix him I swear
[/*]
Tweaked the Raygun
Reduced projectile size as it was large enough to interfere with the environment
[/*]Increased projectile speed 8500>10000
[/*][/*]Tweaked the Boost Jets
Instead of enabling additional jumps, the space bar now triggers a normal boost
[/*]Ultimate Upgrade can now jump to boost, just like the base item
[/*][/*]Features
Changed the behavior of a number of Contest features
[list]The Shop now always holds 5 packs. If you open a pack, it will be replaced with a new random pack
[/*]Card packs now appear in invisible "slots". This helps prevent ridiculous Shop offerings like 5 Modifier packs
[/*]Direct-purchase cards are now only single purchase, but available at higher levels with later rounds
[/*]Tooltips for card packs now show a carousel animation of the cards inside
[/*]The cards in your hand are now sorted by ammo type
[/*]Power Hands have been simplified. They now do not use "double selectors", only single card categories for each slot
[/*]Modifier cards now properly combine and level up on the board
[/*]
A new option is available to server hosts: Bot Fill
The game will automatically add bots to raise the player count to the set target. If more players join, bots will be removed.
[/*]If the number of players "overflows" the target set for Bot Fill, the game will create additional bot players to match the next "milestone", ensuring map sizes always accommodate the proper number of players.
[/*][/*]Added the ability to start a lobby in a new "pre contest" state from the main menu
[/*]The Shell mutator barrel explosion now applies an "anti heal" effect
[/*]Using the Lightning item now triggers a universal sound effect for everyone
[/*]The team placement indicator will now also show a "Tie!"
[/*]Scoreboard now highlights which column it is sorting by
[/*]Added the Mortar and Nucleus Projector to the main menu
[/*]Version beta 11 is now available for internal testers! It will appear as "d1_1.2.0" as we are preparing a patch to Demo One for release later in June. If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation.
Content
New weapon: Mortar (explosive)
[list]Fires arcing projectiles that deal increasing impact damage as they fly
[/*]Hitting the environment triggers a large detonation
[/*]
New weapon: Nailgun (explosive)
Charges and releases a burst of seven hitscan shots as you hold the trigger
[/*][/*]Balance
Contest mode interest is now capped at +$10
[/*]
Features
Added "Power Hands" to Contest Mode. Each round, a new Power Hand is added with randomized requirements. Meet the requirements of the hand to level up all of your played cards
[/*]The Contest shop now offers 3 cards for direct purchase. These cards can be unleveled, all the way to +9 (very rarely!) and are offered for purchase as many times as you can afford.
[/*]Added a placement based cash reward to Contest mode
[/*]Contest results screen now says your place
[/*]Contest mode can now be ended early with the /contest command or the match config menu
[/*]Scoring and the place indicator now understand what a tie is!
[/*]After entering a Station ID, a "server browser" appears listing the public games hosted using that ID. Previously, the game would only attempt to join the single best option
[/*]Mutator Barrel Voltage and Radiation forms now use cylinders for their effect areas that much more closely match the visual effects
[/*]
Demo One is now available! It was a few days late due to some holdups with the Steam validation process. It represents a limited look into the complete game.
Version beta 10 is now available for internal testers! It will appear as "d1_1.1.0" as we are preparing a patch to Demo One for release later in June. If you are just keeping up with development from the outside. thank you for your support. Make sure to join the Discord to be a part of the conversation.
Content
- New map: Corrosion! Indoors and "outdoors" areas around a facility working with some pretty nasty chemicals.
Features
- Contest Mode has been simplified. Removed Gadgets, Stars, Style, and Tags.
- The option to purchase "pack picks" in the Contest lobby has been removed. Additional packs beyond your free Picks now directly cost Cash.
- Tooltips have been added to cards in the Contest lobby
- You can now click-to-skip both the pack opening and contents revealing animations
- New "radiation" stage hazards for Corrosion
- New first-person effects for the radiation negative status
- Gamepad support has been expanded with an on-screen keyboard and improved virtual cursor.
Content
- New item: Grapple Hook. Grabs terrain, other players, and pickups.
Balance
- Rebalanced pickup spawn times and quantities across all maps. In general, Health pickups are identical. Armor pickups are less plentiful but restore more.
- Removed items from Item Boxes: Armor Shard, Goo Grenades, Ink Rocket, Ammo Box
- Completely rebalanced item distribution across kill deltas
- Simplified a number of items that previously added/removed Armor Stacks. Now exclusively granted by Item Boxes, and removed from killstreaks.
Features
- Improved bots. Fixed a number of major bugs, and improved their logic for selecting what kind of pickup to gather
- Added name tags to lobby mannequins
- Pregame flyaround cutscenes now loop instead of sticking on a black screen at the end
- Added demo version branding to main menu
- Implemented demo content blocks (these will be lifted for internal versions after Demo One is stable)
- Added a match feed event for shutting down a kill streak
- Improved the place indicator with a larger size, new visuals, and sound effects
- Added a second place indicator for team-shared-score modes, showing the overall position of your team.
- New models for a number of existing items like the Heavy Gear and Ultimate Upgrade.
Content
- New item: Goo Grenades[/*]
- New item: Remote C4[/*]
- New item: Pickup Portal[/*]
- New item: Paint Grenade[/*]
- New item: Burst Bubble[/*]
- New item: Armor Vacuum[/*]
- New item: EOD Heavy Suit[/*]
- New item: Power Armor[/*]
- New item: Weather Machine[/*]
- (Two additional Items, the Grapple Hook and Bounty Note, are present in the test range. These will be implemented in a future update.)[/*]
- Power Saw weapon:[list]
- Removed small knockback impulse from projectile impact[/*]
- Spray Can item:[list]
- Range 1000>750 (this actually makes it more reliable at close range)[/*]
- A popup has been added to the crosshair HUD indicating when the player is swap-locked or item-locked.[/*]
- Icons have been added to damage popups indicating a precision hit and whether the damage is higher or lower than normal, taking all factors into consideration[/*]
Classical Caliber Combat Contest is the 'kart racer of arena shooters', developed and published by Secret Handshake Interactive. We are preparing to release a free demo version of the game, complete with singleplayer and multiplayer gameplay, containing a carefully crafted selection of the full game's content.
On May 22nd, players will get access to the limited demo version of C4, which they can play offline against bots or online against platform friends. This version contains a curated set of the full game's weapons, maps, modes, modifiers, and NPC bots. Fan favorite elements such as the Rocket Launcher and Radiation Rifle will make an appearance, as well as rising stars such as the Shell Compactor. Battle on the classic Playhouse arena, or mix it up with the strategic, randomized Contest mode.
To keep up to date with the development of C4, join our Discord!
You can further support development by becoming a Patreon supporter .
[i]Secret Handshake Interactive is brought to you by players like you.
Thank you.[/i]
Minimum Setup
- OS: Ubuntu 20.04
- Processor: AMD Ryzen 5 5600 or equivalent
- Graphics: Radeon RX6400 or equivalentNetwork: Broadband Internet connection
- Storage: 3 GB available space
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