Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 5151840 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | $10.00 |
| Free to play | No |
| Discount | 0% |
| Original price USD | $10.00 |
| Current price USD | $10.00 |
| Release date | Oct 9, 2026 |
| Developer | UTC+2 Studio |
| Publisher | UTC+2 Studio |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | Not available |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | 27 |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | Yes |
| Parent game | Not available |
| Store URL | https://store.steampowered.com/app/5151840/ |
Short description
Practical shooting simulator under Ukrainian UPSF rules. Plan your route, shoot the stage against the clock, engage the targets: points divided by time decide everything. Real ballistics, A/C/D zones, fault line penalties. Early Access starts with the .223 rifle in SAS and SAO.
About this game
This is not a shooting range In practical shooting, the winner is not the one who pulls the trigger fastest, and not the one who aims most carefully. It is the one who manages both at once. Double Alpha recreates that discipline under the rules of the Ukrainian Practical Shooting Federation (UPSF), from the briefing to the results. Practical shooting (IPSC) is an international shooting sport where every stage is shot against the clock. The shooter moves through the bay, engages targets from different positions, and chooses the order and the route on their own. In Ukraine the sport is governed by the UPSF, and its rules are what this game is built on. The formula is simple: points divided by time . An alpha is worth five points. A miss costs ten. A shot fired while stepping over a fault line costs another ten, and the hit still counts. The math is easy. The decisions on the route are not. The stage, step by step Briefing : stage layout, target count, start position Walkthrough : one pass through the stage without a weapon, to plan your route Ready : the start signal comes after a random delay, just like on match day Shooting the stage : shooting, movement, reloads Results : points, time and hit factor under Comstock scoring, a per-target breakdown and the stage leaderboard Simulated, not simplified Ballistics start at the muzzle, not at the camera. The sight line sits 6.5 cm above the bore, so at seven meters the bullet lands noticeably below the point of aim. This is exactly why shooters miss head boxes at close range on match day Zeroing distance is part of the calculation: the bullet follows a real trajectory, not a straight line to the center of the screen Free aim. The sight is not glued to the center of the screen. The weapon moves first, and only when it reaches the edge of its zone does the camera follow. The time it takes to get on target is part of your score Four magazines per stage , and that is all the ammunition you get. There is no round counter on screen. An empty weapon announces itself with a dry click of the trigger Safety angles. The muzzle physically cannot leave the 180 degree sector. Look behind you and the weapon still points do…
Supported languages
English * , Ukrainian * * languages with full audio support
