Unihfy Games

Stormsight

Stormsight

ShootingSniperRobotsMemoryStrategyNightWeatherSingle Player

Games > Stormsight

Play Stormsight • Free

A sniper game played in the dark. You hold a wall at the foot of a cliff during a night thunderstorm while robot raiders, walkers on the ground and drones above it, creep across the field towards you. You can only see them when lightning flashes. Remember where they were, work out where they will be, and fire into the dark between the flashes. Every shot takes time to arrive, and the wind and rain push it sideways, so long shots need you to aim off. Hold 25 nights in five places, from an open moor and a tidal harbour to a stone quarry, the salt flats and a frozen mountain pass, each with its own weather. Earn coins for every raider you stop and spend them on five rifles and their upgrades in the armoury. The targets are machines only, and a hit knocks them apart in sparks and scrap.

Genre: Shooting

Difficulty: Easy to start, then more, faster and armoured raiders, stronger wind and counted rounds on the later nights

About Stormsight

Seeing by lightning

A flash is two or three strokes a split second apart, followed by a fading afterglow, and the raiders are only visible while the light lasts. Between flashes you aim from memory. The landmarks on the field stay faintly visible in the dark, so you can remember a raider as "just left of the dead tree" or "by the second puddle".

You can also listen. A walker's footsteps get louder as it approaches, and a drone's hum grows as it closes in. Both are heard from the side they are on, so with headphones you can tell roughly where a raider is even in the dark.

Wind, rain and time of flight

Every shot travels out across the field, and the game works out where it lands from the moment you fire. The longer it is in the air, the more the wind pushes it sideways: a 6 m/s wind moves a shot about one and a half metres at 400 m but well under half a metre at 200 m. The wind gusts, so the push changes from moment to moment.

Faster rounds spend less time in the air, so they drift less and need less lead on a moving raider. That is what the Gale and Stormcrow rifles, and the Barrel upgrade, are for.

Five places, twenty-five nights

The Moorland is open moor with peat bogs, dead trees and a broken fence line, under steady rain. The Harbour is tidal mud with mooring posts, wrecked boats and a lighthouse out at sea, with spray on a strong crosswind. The Quarry has stepped rock terraces and old cranes, and the flashes come less often. On the Salt Flats the dry lightning comes often, but haze swallows the far field and the raiders show as dark shapes on the white ground. The Frozen Pass has snow, pines and sleet, with short flashes and the fastest raiders.

The first nights are gentle: a few slow walkers, a light wind and lightning that comes often and lingers, so you can learn the game. After that the raiders grow to fifteen walkers, drones join them from the fifth night, armoured walkers that take two hits join from the sixth and make up almost half the walkers by the end, everything moves faster, and the wind gets stronger through each set of nights. From the eleventh night, the first in the Quarry, you also get a fixed number of rounds for the night: a little over two for each hit needed at first, falling to about one and a half on the last nights, so every shot has to count.

The armoury

The armoury is a proving range on the cliff top. The rifle lies on sandbags, and through its scope you see a steel test plate cut in a walker's shape, 400 m out in a steady test wind. The rifle keeps firing at the plate's core, and the group of holes shows how far that rifle drifts and how widely it spreads. Fit an upgrade and the plate is cleared, so the new group shows what the part changed.

There are five rifles. The Drizzle is free and honest but slow. The Squall has a quick bolt and a big magazine, but its light rounds drift more. The Gale fires a fast round that cuts through the wind. The Thunderhead has a powerful scope and is very steady, but slow to reload. The Stormcrow is the best on the cliff. Each rifle takes four upgrades of three levels: Night Glass keeps the raiders visible longer in the scope after a flash, Barrel speeds up the round, Bolt shortens the time between shots and Magazine adds a round per level.

Robots, not people

Every target is a machine: big walking robots with a glowing core, some of them in steel plating, and quadcopter drones, both large enough to pick out clearly in a flash even at the far edge of the field. A hit knocks them apart in sparks and scrap, and a wreck smoulders for a few seconds so you can see that you got it. There are no people and no blood in the game.

What the game keeps

The nights you have held, your best score on each, your coins, the rifles you own and their upgrades, the rifle in your hands and your sound setting are saved on Unihfy Games in this browser.

Reviewed By
Kaushik Hirpara

Developer · Game Reviewer

Kaushik Hirpara is a full-stack developer and game reviewer at Unihfy Games. He does most of the work of bringing games to the site — adapting them to run properly in a browser, getting them working on phones, playing them, and writing up what players need to know.

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Game Created By

Unihfy Games

Stormsight is an original game created and published by Unihfy Games. We continue to improve it with new features, gameplay enhancements, and platform optimizations.

Designed and built in-house by Kaushik Hirpara at Unihfy Games. All code, art and sound are original.

Proprietary SoftwareAll game credits

How to Play

  • Pick a night on the Storm Radar. Each place is a storm front, and its five nights are storm cells spiralling in towards your wall: the closer in, the harder the night. The panel beside the radar tells you how many raiders are coming, the wind and the weather. Press DEPLOY to take your position on the cliff.
  • The field is almost black. When lightning flashes you see the raiders for a moment, then they fade back into the dark. Note where each one is, using the trees, rocks, fences and puddles around it, and keep the scope on that spot.
  • Fire between the flashes. The rangefinder under the reticle shows how far away the ground at your aim point is. Your round takes about half a second to reach 400 m, and the raiders keep walking, so aim a little ahead of where you last saw them.
  • Watch the wind indicator at the top right and the slant of the rain. The wind pushes every shot sideways, and the further the shot, the further it is pushed: aim into the wind on long shots. A miss throws up a splash where it landed, which shows you how far off you were.
  • Your rifle holds a few rounds and needs a moment to work the bolt between shots. When the magazine runs dry it is swapped automatically, or press R to swap it early during a quiet moment. Each robot has a glowing core in its chest: a hit there is a clean core hit and scores more. From the sixth night some walkers wear pale steel plating on their shoulders, chest and helm: a body hit only knocks the plating off and staggers them back, so hit them again, or put one shot through the core to stop them at once. From the Quarry onwards the rounds are counted: the briefing tells you how many you have for the night, the number beside your magazine shows the spares left, and if you run out with raiders still on the field the night is lost.
  • Each raider that reaches the wall blows a section out of it. Lose all three sections and the night is lost. Stop every raider and the wall holds: the next night opens, and you earn coins to spend on better rifles and upgrades in the armoury.

Gameplay Preview

Features

Raiders that can only be seen when lightning flashes, so you aim from memory between flashes
Shots that take time to arrive, pushed by gusting wind and rain over long ranges
A magnified scope with a rangefinder, breathing sway, recoil and raindrops on the glass
Walkers and drones that keep advancing in the dark, with a glowing core for a clean hit
Armoured walkers that shrug off the first body hit, unless you find the core
A wall of three sections to defend, with a warning when a raider gets close
Counted rounds on the later nights, so every shot has to count
25 nights in five places, each with its own landmarks, weather and lightning
The Storm Radar: pick a night from storm cells on a sweeping radar screen
Five rifles and four upgrades each, tried out on a proving range before you buy
Footsteps and drone hum you can hear in the dark, panned to where the raiders are
Thunder, rain, wind, shots and impacts all made in code
Mouse and keyboard on desktop, drag-to-aim and FIRE and RELOAD buttons on phones
Robot and drone targets only, with no people and no blood

FAQs

How do I hit something I can't see?

Use each flash to note where every raider is, compared with the landmarks around it, and keep your scope on the one you want. Fire between flashes, a little ahead of where it was, because it keeps walking towards you. The next flash, or the sparks of a hit, tells you whether you got it.

Why do my shots land to one side?

The wind. Check the wind indicator at the top right: the arrow shows which way it blows and how hard. Aim into the wind, further on long shots and less on short ones. The splash of a miss shows exactly where your shot landed.

What is the number under the reticle?

The rangefinder: the distance to the ground at your aim point, in metres. The further the range, the longer your shot is in the air, and the more you need to allow for the wind and for the raider walking on.

What is a core hit?

Every robot has a glowing core in its chest (on a drone it is the red eye in its body). A hit there scores more points and coins than a hit anywhere else on the robot, and it stops an armoured walker in one shot.

Why did a robot keep walking after I hit it?

It was an armoured walker, the ones with pale steel plates on their shoulders, chest and helm. From the sixth night some walkers wear plating that takes the first body hit: the plates fly off, the walker staggers back a few metres, and the next hit stops it. A core hit goes through the gap in the breastplate and stops it straight away.

How do I lose a night?

Each raider that reaches the wall knocks out one of its three sections. Lose all three and the wall is breached. From the Quarry onwards you can also lose by running out of rounds with raiders still on the field. Stop every raider before that and the wall holds.

Why can I run out of rounds?

From the eleventh night, the first in the Quarry, each night gives you a fixed number of rounds, shown on the briefing and on the Storm Radar. Your magazine reloads from those, and the number beside it shows how many spares are left. The later the night, the fewer spare rounds you get for each raider, so wait for a clear look before you fire.

How do I open more nights?

Hold a night to open the next one. Holding the last night on a front opens the first night on the next front.

How do I get better rifles?

Every raider you stop earns coins, a core hit earns a little extra, and holding a night adds a bonus that grows on the later fronts. Even a lost night pays for the raiders you stopped. Spend the coins in the armoury, opened from the Storm Radar.

What does Night Glass do?

It is a scope upgrade that gathers more light, so after each flash the raiders stay visible in the scope for longer. It only works inside the scope, not on the rest of the screen.

Can I play on my phone?

Yes. Drag anywhere on the screen to move the scope (your finger never covers it), tap FIRE to shoot and RELOAD to swap the magazine. On a computer, the scope follows the mouse and a click fires.

Is my progress saved?

Yes. The nights you have held, your best scores, coins, rifles, upgrades and sound setting are kept in this browser on Unihfy Games. Clearing your browser data removes them.

Who made Stormsight?

Stormsight was designed and built in-house at Unihfy Games by Kaushik Hirpara. Its code, art and sound are all original, the robots, rifles and places are invented, and everything you see and hear is generated by the game itself.

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