In the Lab · Active development

Drive the dev build

Embedded canvas below: a playable combat build. On desktop, WASD / arrows drive and turn, Space fires. On mobile, a left floating joystick drives and steers, a right button fires. There's no turret: you aim by turning the hull, exactly like the 1980 original. The fullscreen toggle in the upper-left expands it to the whole screen.

Iron Clash

The vector battlefield, rebuilt.

NoSprite Studio · First-person tank combat · Inspired by Battle Zone (Atari, 1980)

Iron Clash is NoSprite's second game, a mobile-first, faithful reimagining of Atari's Battle Zone (1980). Drawn entirely in code, built in the open. You pilot WRAITH, hunting Sentinel patrols on The Range, a decommissioned weapons proving ground. Hull-aim like the original (no turret). Sentinels run for cover when you have eyes on them, advance when you don't. The windshield cracks as you take hits: three and you're WRAITH OFFLINE. Accessibility is built into the base. Music and more Sentinel variants come next.

Playable combat demo Built in the open Accessibility-first Vector wireframe

How the Lab works

The Lab is where active builds live. The current playable is embedded; the changelog shows what shipped; the roadmap shows what's coming. No staging environments, no preview branches. The Lab page is the current state.

Devlogs and longer-form writeups land on the Journal. Shipping notes and clips go out via the studio's socials.

It's built in the open for a reason: playtest the embedded build and tell me what feels off. Feedback directly steers what ships next.

Played the build? Tell me what felt off.

Join the NoSprite Discord

What works today

It's a game now, not a driving demo. The full base loop is in: drive, fight, score, die, restart. What follows is tuning and depth, not missing fundamentals.

What's next

Not a fixed schedule. Built live, updated as work lands. AI tuning is the active focus this week (Sentinels are getting smarter build over build); see the changelog for what shipped. Watch the Journal or Connect page for shipping notes.

next

  • AI tuning (active, ongoing): Sentinel behavior is improving build over build
  • More enemy types: supertank, guided missile, flying saucer
  • Deeper wave structure + difficulty curve

soon

  • Synthesized music
  • Boss encounters

later

  • In-game settings & accessibility panel (inertia, audio, contrast, haptics)

Changelog

Shipped milestones. Backfills as the project ages.

  1. May 2026 · Phase 4
    • Persona: WRAITH (you) / SENTINEL units / THE RANGE setting
    • Custom IRON CLASH animated wordmark title (vector letters, scanline reveal, synth boot beeps)
    • Canvas-driven HUD: corner brackets, bracketed sensor panel, status moved to top
    • Box reticle + SENTINEL lock-on with range readout
    • Persistent progressive cracks (3 hits = WRAITH OFFLINE; lives counter dropped)
    • Visibility-gated Sentinel AI: cover use when watched, advance + lock-on when not, last-known-position search after losing contact
    • Auto-range arched shells (per-shot arc lands at target); 3D wireframe shell models
    • Sentinel rear features (exhaust stacks, antenna mast) for front/back readability at a glance
    • Fixed: model rotation mirror so the visible barrel matches the shell direction
  2. May 2026 · Phase 3
    • Hull-aimed combat: firing, enemy tank AI, return fire
    • Hit detection, score, lives, wave escalation, game over
    • Movement inertia (Arcade/Sim) + obstacle collision
    • Radar, reticle, screen-crack damage feedback
    • Synthesized SFX: no audio files
    • Accessibility: reduced-motion, high-contrast, haptics
    • Fixes: mountain-ring seam, ground extent, click-to-start
  3. May 2026 · Phase 2
    • First-person camera + tank movement
    • Procedural terrain
    • Initial mobile touch controls

From the studio

Made by one solo dev

NoSprite is a one-person studio building retro arcade games entirely in code. No ads. No pay-to-win. If you played and want to back what's next, the tip jar is there.