Early alpha · Windows
Bed Wars Revamped
The bed-defense classic, rebuilt as a standalone competitive shooter. Guard your bed. Break theirs.

The idea
Remember Bed Wars?
Everyone has a bed. Everyone wants yours.
You know the loop. Guard your bed, feed your generators, spend at the shop, bridge across the gap and bring the fight home with you. It is still the best idea in team games. It just never got to be its own game.
Now it is one: a standalone competitive shooter with the same tight loop and real weapons in your hands.
- Your bed sits in the open. Defending it is your job from the first second.
- Bridges, walls and ramps are yours to build. Nobody lays the path for you.
- Lose the bed and every life after is your last. Make them count.

Building
Build the way across. Build the way to survive.
Place floors, walls and ramps one grid cell at a time. Stack them into a bridge, a bunker or a high-ground perch. Every piece needs support, so a smart shot at the right pillar can bring a whole tower down.
Material
Wood is cheap and quick. Great for bridges, soft against anything that hits back.

Weapons
Melee breaks beds. Guns win fights.
Beds can only be broken up close, with melee or your mining tool, so a raid always means getting in someone's face. Everything else is a gunfight. Carry a knife, a sword, a bow, a handgun or an assault rifle, and watch your ammo, because it is finite.
Pick your fights, pick your range, and keep a blade handy for the bed.
Knife
- Player damage (body)
- 25 hp
- Damage vs enemy bed
- 25 hp
- Range / cutoff
- 1.5 m
Sword
- Player damage (body)
- 45 hp
- Damage vs enemy bed
- 45 hp
- Range / cutoff
- 2.3 m
Tempered sword
- Player damage (body)
- 55 hp
- Damage vs enemy bed
- 55 hp
- Range / cutoff
- 2.3 m
Bow
- Player damage (body)
- 70 hp
- Range / cutoff
- 60 m
- Magazine size
- 24 rounds
Handgun
- Player damage (body)
- 20 hp
- Range / cutoff
- 70 m
- Magazine size
- 12 rounds
AR
- Player damage (body)
- 24 hp
- Range / cutoff
- 90 m
- Magazine size
- 32 rounds
Numbers come straight from the alpha balance sheet and will change as we playtest.

Economy
Work for it. Spend it smart.
Wood, stone, metal, gold and gems come from stations on the map. You work a station, the finished cycles pile up in its shared crate, and you collect them before someone else does.

Stations
Five resources, each with its own station. They belong to the location, not to one player.
Crates
Output waits in a shared crate. Anyone with access can collect it, so stay close.
Workers
Hire a worker at a home station to keep production ticking while you fight.
Shop
Spend on materials, weapons, ammo, healing and generator upgrades. Public generator upgrades help your enemies too.
Teams & characters
Four seasons. Four bases. One bed each.
Winter, Autumn, Spring and Summer each get a home island with the same layout, rotated to face the middle. The look changes, the fairness does not: bed, shop, stations and routes sit in matching spots on every side.
Season
Winter is blue. Snow-white floors and a blue bed.

Make the fighter yours
Pick your look in the character designer. On the field you sprint, crouch, slide and mantle ledges, with no stamina bar to slow you down.
Vest colour

Early alpha
Join the alpha
Alpha builds go to invited players on Windows. Leave your gamertag and email and we will write when your spot opens. The game changes fast, so expect rough edges and tell us what you hit.
The upcoming release will be on Steam. Sign up below to hear when an alpha invite is ready.