01
The server decides the fight
GunZ applied damage peer to peer: the shooter's machine told yours you were hit, and nothing sat between the two. Hits are validated on the match server now, against a rewind buffer built from measured ping — so a shot is judged against what the shooter actually saw, and a client that claims a hit it could not have made does not get one.
How the netcode works
02
K-Style is untouched, deliberately
Butterfly, half-step, slash-shot, reload-shot, wall cancel, dash cancel. Movement stays client-predicted with zero added input latency, and nothing in the animation-cancel path has been cleaned up, optimised, or fixed. Those delays are not bugs waiting for a refactor. They are the specification.
03
Nothing in the shop can win a fight
All weapons, melee and sets are re-balanced, and every weapon in a class carries the same stat block, so the only thing separating two shotguns is the mesh. The shop sells recoloured vanilla sets: vanilla stats, vanilla silhouette, no glow, and no visibility advantage, measured against the source texture rather than judged by eye. Two finished sets were thrown away for failing that check.
Server rules