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NIGHTCELL 7

News

What has actually shipped. No roadmap promises here — those belong on the roadmap.

Ardavan Yard is standing up

The 6v6 map now exists as collision geometry the server simulates, with three lanes, two vertical routes and protected spawns at both ends. The screenshots across the site are in-engine captures of it. It is a greybox — no materials, no props — but the shape of the map is real and the server enforces exactly what you see.

The server decides what happened

Multiplayer is server-authoritative end to end. Clients send input intent only — movement axes, view angles, a button bitfield — and never a position, a hit, an ammunition count or a score. Client prediction runs the identical movement code as the server, so a correction is normally imperceptible, and where they disagree the server wins by definition.

First deployment

The whole stack is live: marketing site, game shell, API, authoritative match server and background worker. Commerce is wired through CoinPayPortal with an order state machine that separates payment from fulfilment, so a failed unlock can be retried without charging anyone twice.

Latest buildBetween the northern container stacks. The corrugation and corner castings are the only cover in the centre lane, and both sides can reach it in the opening seconds.