Store data
- UK price
- £9.09
- US price
- $10.00
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 9 October 2026
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1 player-data day recorded in this window.
1 player-data day recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
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| Last 30 days | 0 | — | — | 0 | — |
| October 2026 | 0 | — | — | 0 | — |
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| United KingdomGBP · GB | GBP | £9.09 | £9.09 | 0% | £9.09 | No change recorded |
| United StatesUSD · US | USD | $10.00 | $10.00 | 0% | $10.00 | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
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.
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
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 downrange. A disqualification takes a deliberate action, not a slip of the mouse
Cardboard with A, C and D zones and the non scoring border along the edge. Hard cover that a bullet passes straight through without earning a thing. No shoot penalty targets. Steel poppers and plates that go down with a ring.
Scoring lines are not painted on the cardboard. You aim at the center of the silhouette, not at a contour, because on a real target those lines are invisible past ten meters anyway.
Stages come from the server, and the server scores them: from the event log of your stage, not from whatever the game calculated on your machine. A hit factor on the leaderboard belongs to the person who actually shot it.
An internet connection is required to play.
Interface, briefings, prompts and the results breakdown are available in both languages. Switch the language in the game settings.
At launch you get an AR-15 in .223 across two divisions: SAS (Semi-Auto Standard) and SAO (Semi-Auto Open, with a red dot). One range map and practice stages generated by the server.
Coming later:
Daily Cup: one stage a day for everybody, one attempt, one shared table
PCC (Pistol Caliber Carbine)
Handgun
Shotgun
Moving targets
Maps for long stages, out to 300 meters
A loadout builder
| # | ||
|---|---|---|
| 01 | First ShotFire your first shot | 75.0% |
| 02 | Double AlphaTwo A-zone hits on one target - the whole point of it all | 50.0% |
| 03 | The RO Shakes His Head Sadly | 50.0% |
| 04 | Clean RunComplete a stage with no misses and no penalties | 25.0% |
| 05 | First RingKnock down your first steel | 25.0% |
| 06 | Line Dancing | 25.0% |
| 07 | Machine Gunner | 25.0% |
| 08 | Mike Is My Best Friend | 25.0% |
| 09 | Pacifist | 25.0% |
| 10 | Read the Manual | 25.0% |
| 11 | Sightseeing | 25.0% |
| 12 | Warm-UpComplete your first stage | 25.0% |
| 13 | Wrong Silhouette | 25.0% |
| 14 | Zeroed InChange the zero distance and complete a stage with it | 25.0% |
| 15 | Bell RingerOne hundred steel hits | 0.1% |
| 16 | Charlie Is Always Near | 0.1% |
| 17 | Delta Force | 0.1% |
| 18 | Double DigitsA hit factor of 10 or more | 0.1% |
| 19 | Hard Cover Magnet | 0.1% |
| 20 | Hole PuncherOne thousand hits on cardboard | 0.1% |
| 21 | Just One MoreTen runs of the same stage in a row | 0.1% |
| 22 | Last RoundFinish a stage having shot your ammo down to zero | 0.1% |
| 23 | Marathon RunnerOne hundred completed stages | 0.1% |
| 24 | Nervous Reload | 0.1% |
| 25 | One BreathA stage of 20+ shots without a single reload | 0.1% |
| 26 | PerfectionistEvery scoring hit of the stage in the A zone | 0.1% |
| 27 | Speed Demon | 0.1% |
0 concurrent players — the highest daily peak recorded at that point.
Release date supplied by the Steam store.