ProjectWIDMO
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About the game

Project: WIDMO, explained

A complete guide to the game: what it is, how a match plays, every operator, skill, weapon, map and mode, how progress and Premium work, and what the game looks and feels like.

Trailer Project: WIDMO in 71 seconds: the maps, the four operators and a match from the first shot to the win.

What is Project: WIDMO?

Project: WIDMO is a free tactical third-person shooter with a cover system. Two teams fight over objectives on compact, hand-built maps, with the camera close over the shoulder. It runs straight in a web browser, and also as a Windows app and an Android app, with one account and the same progress everywhere.

The game is about position. Walls, pillars, crates and cars are cover you snap to with one key; from cover you lean out to fire, fire blind over the top or vault to the next spot. Four operators carry different weapons and two skills each, from a riot shield that knocks enemies down to a drone you fly over the map yourself.

Work on Project: WIDMO started in September 2026 and it is updated almost every day: the news on the home page always shows the ten latest changes.

  • Genre: tactical third-person shooter (TPS), team-based, cover-based
  • Players: up to 8 against 8 online; bots fill empty seats
  • Price: free to play, optional Premium and cosmetic Gold, no pay to win
  • Platforms: web browser, Windows, Android
  • Languages: Polish, English, German

How a match plays

You pick a mode, a map and an operator, and the match starts with a short countdown from the team spawns. In the main mode, Holdout, both teams fight over one point: the team with more players inside the zone pushes the capture bar, and holding the point scores. Kills, assists and headshots add to your score.

When you die you respawn after ten seconds, protected for five seconds so nobody can farm the spawn. While you wait, the kill cam follows the player who got you and shows their weapon, the distance and their health. After the match the results screen shows both teams, the MVP, your experience bar and the Credits you earned, and you can play on straight away or leave.

The cover system and movement

Cover is the heart of the game. Sprint towards a wall and let go: you snap into cover. A hologram on the wall shows where you will stick. Behind high cover you lean out round the nearest free edge by aiming, behind low cover you rise over the top. Firing from cover without aiming is blind fire: fast, but inaccurate.

Movement is quick and readable: sprint, crouch, go prone, slide at the end of a sprint, vault low walls, drop down from ledges and land in a crouch. The camera sits over the right shoulder and swaps to the left one with a key, so you can always look round the side you are on.

  • Snap to cover: release sprint at a wall, or take the cover under your crosshair
  • Lean out: aim from cover; at a low wall you rise over it
  • Blind fire: fire from cover without aiming
  • Vault: over low cover, also over a wall above a drop
  • Slide, crouch, prone, melee strike
  • Fire modes: full auto, burst or single shot where the gun has them
  • Spotting: mark the enemy in your sights for the whole team for six seconds

The operators

There are four operator classes. Each has its own health, armour and speed, its own primary weapons, two skills to choose from and two team supports. A team can field at most two operators of the same class. A new account starts with one operator of its choice, its first weapon and its first skill; the other operators, weapons and skills are bought in the shop with Credits earned in matches.

Revenant is the assault class: the most health and armour, assault rifles, and skills that open the way to the point. Wisp is the recon class: the fastest and the most fragile, a sniper rifle or a suppressed SMG, invisibility and a scanner. Banshee is the support class: light machine guns, an energy dome that stops bullets and an EMP blast. Wraith is the drone operator: a compact shotgun or an SMG, and a drone that drops grenades or burns enemies with a laser while the body waits in cover.

Operators
OperatorRoleHealthArmourRun speed (m/s)Primary weaponsSkillsTeam supports
RevenantAssault11084.2AR-15, M4A1Poltergeist, EmberIronclad, Second Wind
WispRecon8524.9PGM Ultima Ratio, MP5SDVeil, EchoEarshot, Tremor
BansheeSupport9554.5RPK-16, RPL-20Sanctum, EclipseQuartermaster, Overcharge
WraithDrone operator9034.6KS-7, MP5SDHornet, LanceTremor, Overcharge

Revenant · Assault

You go in first. Poltergeist raises a shield in front and lets you charge into the enemy cover, so you open the way to the point for the team. Play close and mid range, the armour does the rest.

Wisp · Recon

You keep your distance. With the sniper rifle you pick enemies off from afar, and Veil lets you move or take a flank unseen. Little health, so stay out of the open.

Banshee · Support

You hold the line. The machine gun pins the enemy down with steady fire, and the Sanctum dome stops bullets aimed at the team on the point. Stay close to your own, together you are strongest.

Wraith · Drone operator

You fight from cover. Send the drone up, fly over the enemy and drop grenades where they hide, or burn them with the laser. Meanwhile your body stands still, so get somewhere safe first. Up close the KS-7 keeps you alive.

Skills

Each operator chooses one of two skills before the match. A skill runs on a battery that recharges over time; using it starts the cooldown, and pressing the key again ends some skills early with a shorter cooldown. Skills are upgraded in the shop to last longer.

Poltergeist raises a shield in front of the Revenant and lets it charge: an enemy it rams goes down for three seconds with 20% health left. Ember sends a microwave drone that burns everything in a half circle in front of you. Veil makes the Wisp invisible until it fires or strikes. Echo sends scanner pulses that show enemies through walls. Sanctum builds an energy dome that stops bullets. Eclipse is an EMP blast that resets the skill charge of every enemy it hits. Hornet and Lance are the Wraith drones: one with two grenades and a view straight down, one with a laser that overheats. Both drones can be shot down.

Operators: all eight skills The four operators and their eight skills in real matches: Poltergeist, Ember, Veil, Echo, Sanctum, Eclipse, Hornet and Lance.
Skills
SkillOperatorActive (s)Cooldown (s)
PoltergeistRevenant625
EmberRevenant830
VeilWisp1228
EchoWisp624
SanctumBanshee1030
EclipseBansheeInstant32
HornetWraith1535
LanceWraith1035

Poltergeist

A riot shield up front and a charge that knocks enemies flat.

Poltergeist is the Revenant's assault skill. The shield the Revenant carries on its back comes round to the front, the run gets faster and shots from the front are stopped. Run into an enemy and you ram them: they go down for three seconds with 20% of their health left, ready to be finished.

It is the skill for opening a way into the point: charge across open ground, break a defender out of cover, and let the team follow behind the shield.

Ember

A microwave drone that burns everything in front of you.

Ember sends a microwave drone to fly at the Revenant's side. Every enemy in the half circle in front of you, up to 9 metres away, burns: they take damage, glow orange and are paralysed, slowed while the heat lasts. Walls protect them.

While Ember runs you cannot fire or sprint, so it is a tool for holding a corner or clearing a room at close range, not for chasing.

Veil

Full invisibility. Nobody sees you until you shoot.

Veil makes the Wisp invisible. The operator, the weapon and every piece of gear vanish: no outline, no team glow, no name over the head. Other players see nothing, and bots cannot see a cloaked Wisp at any distance. Only you see yourself, as a faint glass silhouette, so you always know where you stand.

Veil lasts up to twelve seconds and breaks the moment you fire, strike or throw a grenade. Use it to slip past a defended corridor, take a flank, reach a sniping spot unseen or escape a lost fight. Pressing the key again ends it early with a shorter cooldown.

Echo

Scanner pulses that show enemies through walls.

Echo launches a small scanner drone over the Wisp's head. It sends out pulses, and every enemy a pulse reaches is outlined in a sharp red line, visible even through walls.

It is the skill for information: find out who is holding the point, where a flanker is coming from, or which room is empty, then call it for the team.

Sanctum

An energy dome that stops bullets.

Sanctum sends the Banshee's drone up, and a hexagonal energy dome grows around it. Enemy bullets stop at the dome, so everyone inside is safe from fire for as long as it stands.

Put it down on the point to hold it under fire, to revive a push, or to cover a team-mate who has to cross open ground.

Eclipse

An EMP blast that wipes the enemy skills.

Eclipse charges and releases an electromagnetic pulse that looks like an eclipse: a black sun with a corona, sparks pulled in in a spiral and a wave of light and darkness. Every enemy it hits has their skill charge reset, so they start the whole cooldown again.

Throw it into a group before they can use their skills, or right after a shield or a dome goes up.

Hornet

A piloted drone that drops grenades from above.

Hornet is the Wraith's piloted drone. You fly it yourself: WASD to move, Space and C to rise and fall, Shift to go faster, the mouse to look. A window shows the view straight down, and the left mouse button drops one of its two grenades, which go off on contact.

While you fly, your body stands still, so find a safe spot first. The drone can be shot down after five hits, and bots shoot at enemy drones too.

Lance

A piloted drone with a laser beam.

Lance is the Wraith's second drone, armed with a laser. Hold the left mouse button to burn an enemy with the beam for 45 damage a second; every hit also slows them by 30% for a second. The laser overheats if you hold it too long.

Like Hornet, Lance is flown by hand while the body waits in cover, can be shot down after five hits, and has aim assist on touch screens and gamepads.

Team supports

Every operator also brings one of two team supports. A support works on its owner and on every team-mate within 15 metres, and a line on the HUD shows who is covered. Supports are upgraded in the shop from Mk1 to Mk2.

Team supports
SupportOperatorEffectMk1Mk2 (fully upgraded)
IroncladRevenantEvery hit takes less health from you and teammates nearby.5% less damage10% less damage
Second WindRevenantHealth regenerates even in combat.1.8 HP/s3 HP/s
EarshotWispEnemies firing within range are outlined.14 m20 m
TremorWisp, WraithEnemies sprinting within range are outlined.7 m10 m
QuartermasterBansheeReserve ammo refills for teammates nearby.1 rds/s2 rds/s
OverchargeBanshee, WraithShorter skill cooldowns for teammates nearby.3% cooldown6% cooldown

Weapons, grenades and gear

The arsenal is made of real-world guns: the AR-15 and M4A1 assault rifles, the PGM Ultima Ratio sniper rifle, the MP5SD submachine gun, the RPK-16 and RPL-20 light machine guns, the KS-7 shotgun, and two sidearms for everyone, the Tactical 9mm and the .357 Magnum. Every primary takes a muzzle, a grip and a magazine attachment, bought with Credits, and every gun can wear skins.

Each operator carries one type of grenade into a match: fragmentation, flashbang, smoke or incendiary. Your own grenade can hurt you. Tactical vests, in four kinds with three upgrades each, add protection.

The arsenal
WeaponClassDamageRounds/minMagazineReserve
AR-15Assault rifle2670030120
M4A1Assault rifle2485030120
PGM Ultima RatioSniper rifle9545525
MP5SDSMG2080030120
RPK-16Light machine gun24750100200
RPL-20Light machine gun3065075150
KS-7Shotgun12 × 8180728
Tactical 9mmSidearm304001248
.357 MagnumSidearm48200630

Grenades

  • Fragmentation: up to 130 damage in the middle, less further out.
  • Blinds and deafens everyone looking at it.
  • A thick smoke screen that hides players and markers.
  • Breaks on the floor and spreads fire over it. Smoke puts it out.

The maps

Seven maps, each with one central point for Holdout and room for the other modes. Glass breaks where it is shot, and several maps have sliding glass doors.

Nocna Linia · Moscow · metro

Nocna Linia, Moscow · metro

A pylon station: central hall, two platforms, a train you can board from either end, open track bed. A linear map with long sight lines and cover along the sides.

Szron-9 · Siberia · plant

Szron-9, Siberia · plant

A snowy yard of a platinum processing plant between two halls. The point in the middle, three ways to it: the gate, the catwalk and the passage behind the containers. Quick match and ranked online, bots match and the range.

Zenit · Metropolis · terraces

Zenit, Metropolis · terraces

The terraces of a corporate tower at sunset. The point is down in the plaza with the sculpture; the spawns are in the lobbies upstairs. Three ways: the grand stairs, the balcony over the plaza and the ground-floor arcade. Bots match and the range for now.

Estakada · Moscow · bridge

Estakada, Moscow · bridge

A block of Moscow streets on an overcast day. The point is in the middle, under the bridge; the spawns are in the container yards. Three ways: through the gallery and up the stairs onto the bridge, along the ground under it, or down a covered side corridor.

Patio · Old town · courtyard

Patio, Old town · courtyard

An old town house round a courtyard with arcades of pointed arches. The point is in the courtyard, under a roof on a pillar, with a gallery all round above it to shoot down from. The teams spawn in walled yards at the ends, past markets with stalls and a fountain. Four ways into the courtyard and four stairs up to the gallery. Holdout for now.

Dok · Coast · submarine pen

Dok, Coast · submarine pen

A submarine pen cut into the rock: two bays, a canal with a sub in each. The point is on the crossing between the subs, over both canals, behind steel bulwarks, with a tower and gantries above it. Rock tunnels, storerooms, generators and a control building on the sides. Team match for now.

Szczyt · Moscow · rooftop

Szczyt, Moscow · rooftop

The roof of a tower under construction next to a great glass dome. The point is in the middle, round the end of the lift house; the teams spawn on the west roof and in the long east hall. Three ways in: across the building site, along the walk behind the core, or through the hall and the link.

Platforma · North Sea · oil rig

Platforma, North Sea · oil rig

An oil rig on the open sea at sunset. The point is under the derrick, up on the drill floor among the machinery and the cabins; the teams spawn at opposite ends: on the west tip and by the helideck.

Centrum · Business district · at war

Centrum, Business district · at war

An office district in a city at war, a late afternoon in the smoke. An avenue through the middle, the point on the crossroads, glass skybridges over the street, the RobyTech lobby and the mall, a round plaza with a fountain, a car park under the elevated road. The biggest map: five points in a line for Conquest.

The modes

Online modes match you with other players and fill free seats with bots. The same rules are available against bots on both teams, offline, with no waiting. The firing range has bots that stand still and a six-step tutorial.

Modes
ModeTypeHow it plays
Quick matchonline · holdoutCasual 8v8 over points A and B (one point on Nocna Linia and Patio). Matched by K/D, bots fill the teams, your rank is not affected.
Rankedonline · holdoutThe same fight, played for rank points: tight RP matching, placements and a penalty for leaving.
Detonationonline · roundsOne charge in the middle of the hall: carry it to the enemy generator and plant it, guard your own. No respawns within a round, first to seven.
Conquestonline · 5 pointsFive points from platform to platform, players and bots. Every point held pays the team each second, first to 1000 wins.
Infectiononline · zombiesInfection with players and bots, the same rules as offline: 5 rounds, everyone starts human, then one or two turn into zombies. A human killed gets up as a zombie. The humans take the round if one of them lasts a minute.
Match vs botsoffline · holdoutLike a quick match, only with bots on both teams. No network, no waiting.
Detonation vs botsoffline · roundsThe same rounds over the charge, with bots on both teams. No network, no waiting.
Conquest vs botsoffline · 5 pointsFive points from platform to platform. Every point held pays the team each second, first to 1000 wins.
Infectionoffline · zombiesEveryone starts human. After 12 seconds one or two turn into zombies. Zombies fight with claws, have lots of health and run faster; whoever they kill gets up as a zombie. 5 rounds: survive the round or, as a zombie, infect them all.
Firing rangeoffline · trainingBots stand still and do not shoot. For trying out weapons, skills and the map.

Progression, ranks and the shop

Every match gives experience and Credits. Experience raises your level, shown on the scoreboard and in your profile. Credits buy operators, weapons, skills, skill upgrades, team support upgrades, vests and attachments. Your profile keeps your kills, deaths, K/D, match history and a table of the best players.

Ranked matches are played for rank points (RP). After the placement matches you get a tier, from the lowest to the highest: Trace, Noise, Echo, Phantom, Wraith, Spectre, Eidolon and Widmo. A ranked match has to be accepted, as in other competitive shooters, and leaving one costs points.

  1. 1Trace
  2. 2Noise
  3. 3Echo
  4. 4Phantom
  5. 5Wraith
  6. 6Spectre
  7. 7Eidolon
  8. 8Widmo

Friends, parties and chat

Add friends by nickname and see who is online. Invite up to four friends to your party and queue together: the party plays on the same team. During online matches there is a team chat with a filter for bad language in Polish, English and German, and players can be reported from the results screen or their profile card.

Fair play

In online matches the server is in charge: it counts hits, health, kills and the point, checks movement, weapons and aim against what is possible, and sends every player only the enemies they can actually see, so a wallhack has nothing to show. Players away from the keyboard are removed from online matches, a player who quits mid-match loses the progress of that match and a bot takes the empty seat.

Premium, Gold and the no pay to win rule

Everything that affects a fight is earned by playing. Money can buy two things. Premium, a subscription or a one-time lifetime purchase, gives +50% experience from matches, a Premium frame and badge by your name, full stats and the history of every match, and the option to upload your own profile picture. Gold, bought in packs, buys only looks: weapon skins and operator skins with camouflage patterns.

Premium costs 5 € a month, 15 € for three months or 50 € once for life. Gold comes in packs of 500 for 3 €, 1200 for 6 € and 3000 for 12 €. Payments are handled by Paddle with VAT included: card, PayPal, Google Pay, Apple Pay, and BLIK in Polish złoty, with fixed prices in złoty, US dollars and British pounds.

Platforms, controls and settings

The browser version needs no installation. The Windows app keeps every game file on the PC and updates itself at each start. The Android app keeps the game files on the phone and plays in landscape with touch controls in the style of Call of Duty Mobile. Bluetooth and USB gamepads work on every platform, with aim assist on touch and gamepad.

The settings cover graphics quality, render resolution from 50 to 150%, adaptive scaling, anti-aliasing up to 16x MSAA where the graphics card supports it, shadows, bloom, ambient occlusion, brightness, contrast, saturation, an FPS limit and V-Sync; sound with separate volumes for effects, music, ambience and signals; mouse sensitivity, camera distance and every key binding. In the browser a Spotify player sits in the menu and keeps playing through matches, and Spotify mode mutes the game music and ambience while effects stay on.

Look and tone

Project: WIDMO looks dark, cold and cinematic: near-black interfaces, a cyan accent (#4ee0ff), condensed upper-case headlines (Barlow Condensed) and technical monospaced labels (IBM Plex Mono). The operators wear dark tactical gear with glowing visors: blue on your own team, red on the enemy. Outlines tell sides apart at a glance: green for you, blue for team-mates, red for enemies.

The name means "ghost" in Polish, and the ghost runs through everything: the skull emblem, the rank tiers from Trace to Widmo, skills named Poltergeist, Wisp and Banshee. The tone is tactical and serious, never cartoonish.

Signature moments

The moments that show the game best, for clips, trailers and posts:

  • A Revenant charging behind the Poltergeist shield and knocking an enemy flat out of cover
  • The Hornet drone view straight down, a grenade dropped onto a team hiding behind a wall
  • Lance burning an enemy with the laser beam from above
  • A Wisp vanishing under Veil and appearing behind the enemy line
  • Echo pulses revealing enemies through walls, outlined in red
  • A Sanctum dome soaking up a full magazine while the team holds the point
  • The black sun of Eclipse wiping the enemy skills
  • A Detonation round with no respawns: the last player planting or defusing the charge
  • Infection: the last human holding out against a wave of zombies
  • Snow falling over Szron-9, the sunset terraces of Zenit, the metro hall of Nocna Linia, the bridge of Estakada, the courtyard and fountain of Patio, the submarine in the hall of Dok

Quick facts

  • Title: Project: WIDMO
  • In development since: September 2026, updated almost daily
  • Genre: tactical team shooter, third person, cover based
  • Platforms: web browser, Windows (installer with auto-update), Android (APK)
  • Business model: free to play; optional Premium (5 € / month, 15 € / 3 months, 50 € lifetime) and cosmetic Gold; no pay to win
  • Languages: Polish, English, German
  • Website: https://projectwidmo.com
  • Contact: support@projectwidmo.com

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