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Fort Rot · Altstead LLC
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One account across phones and desktops.
The fort on your machine is free. Online play is $5 USD per month
to run the servers, after a 30-minute online trial, renews monthly, cancel any time
in Manage billing. Payments by Stripe.
altstead.com
Field Order
Find the distress signal
Tune the distress receiver
—
Enemies0
Stamina
Health—
Points500
Round
0Kills
2Frags
Rotspur-9
8| 80
MagReserve
SIGNAL
The Gravekeeper
Second Wind
Reload
The CacheRequisition pending
Deployment briefing
1 — Set your brightness
Ft. Rot is dark on purpose. Raise this until you can
just make out the shape in panel 3 — and no further. If panel
1 is clearly visible, it is too high.
55
2 — Controls
This game captures your mouse while you play. Press Deploy, then click once
in the window if your cursor is still visible. Esc skips the opening
cinematic only. Once you can move, Esc pauses and releases the mouse.
Multiplayer
No open match
Nobody is playing publicly right now.
A public match is listed to anyone using Quick Match. A
private one is code-only.
Drag a control to move itLandscape and portrait are remembered separately.
—
Ft. Rot // Containment Log, final entry
Fort Rot
Ft. Rot • an island off no coast • eleven weeks after • 03:17 Hours
Station gate
Extraction Inbound
Rescue inbound. Reach the ridge landing zone.
Ft. Rot · Containment File 07
Fort Rot
Eleven weeks after
Ft. Rot · Containment File 07Fort Rot
Deploy
Loadout
Soldier
Callsign
Loadout
Field treatments
Available field treatments
Solo
Difficulty
Creative is a sandbox — runs
played on it are not scored and do not set a best round.
Night
Choose your night
Ft. Rot is ready to start.
Multiplayer
Play with others
Host a private game, join by code, or take a quick match.
30 minutes free, then $5 a month. Solo stays free.
Deploy
Ready to deploy
Fort Rot
Settings & extras
Settings
Controls
Fort Rot
Credits
Fort Rot is developed and published by
Altstead LLC. Everything below is the work this game is built on, and
the licenses it travels under. The full terms, privacy notice and health
warnings live on their own page.
Environmental explosive props come from the
Free CC0 Guns & Explosives Pack by 3DModelsCC0.
The survivor model, first-person body, sandbag walls, wire fence and several
set-dressing weapons are by Quaternius.
Fort furniture comes from the Kenney Furniture Kit.
These works are released under CC0 1.0;
attribution is not required, but is provided for provenance and thanks.
The south-wing tank, cars, trucks, cave rocks and containment hardware
are original procedural game geometry. No downloaded vehicle or cave
model, branded livery, military insignia or third-party texture is used.
The power and round-milestone cues use SterlingRay's
Daylight Stinger
and Success Stinger,
also under CC0 1.0. They were trimmed, faded and re-encoded for the game.
Recorded sound effects are from Pixabay
and are used under the Pixabay Content License.
They are not original to this game. Authors: Dragon Studio (helicopter, zombie scream),
shrek_30 (radio fax glitch), Soundreality (horror rumble winds), Universfield (paranormal cinematic),
tanweraman (ghost laughter), and Freesound Community via Pixabay (zombies lift).
Voicebox voice-over
Radio, PA, extraction and Cache Clearance lines are first-party voice-over
generated with Voicebox
(Kokoro / Qwen TTS) for this game. They are not third-party licensed recordings.
Files live under assets/audio/vo_*.mp3 and play on the Radio bus.
Runtime software and production
3D rendering uses three.js
version 0.160.0, shipped with the game under
vendor/three
and distributed under the MIT License.
Online relay software uses the open-source
ws WebSocket library
under its MIT license.
Original project work includes the game code, writing, interface, Ft. Rot and
Rotwood setting and names, procedural held-firearm geometry, gameplay systems,
many synthesized effects and project-specific visual materials. Some shipped
images and audio are tool-assisted or generated production assets, and some
files are the licensed works identified above, including Pixabay sound effects.
No claim is made that every asset is hand-authored or generated at runtime.
Guest deployment — you can Ready even if this file is still classified for you.
Fort Rot
Legal & Privacy
Plain-language summary.Fort Rot is a fictional survival-horror game by Altstead LLC.
It can store settings and earned progress on this device. Solo and local
play on this machine is free and is not timed. Optional player accounts use an HttpOnly session cookie.
Online play (the live relay, rooms list, Quick Match, private co-op) is
$5 USD per month to run the servers, after 30 minutes of free connected
play per account, or per this device if you have not signed in.
The subscription renews monthly and can be canceled any time in the Stripe customer portal.
Online co-op sends temporary game data through the same-origin
WebSocket relay. Horror, flashing effects, motion and loud sounds may not be
suitable for everyone.
This summary is informational and is not a substitute for the full notices below.
1. Entertainment-only status and fictional setting
This is interactive entertainment, not historical reporting, weapons instruction,
survival training, medical guidance, emergency advice or other professional advice.
Characters, personnel files, military units, radio traffic, documents, incidents,
Ft. Rot, Rotwood and related story elements are fictional or used fictitiously.
Similarity to an actual person, organization, location or event is unintended unless
the game expressly says otherwise.
The game depicts weapons, military themes, death, blood, reanimated bodies and
dangerous conduct. Game mechanics are simplified and must not be treated as a safe
or accurate model for handling weapons, explosives, injuries or emergencies.
2. Age considerations and guardian supervision
No hard age gate is implemented in the current build. That does not mean the
content is suitable for every age. A parent or guardian should review the horror,
violence, online interaction and health warnings before allowing a minor to play,
and should supervise online co-op where appropriate. Players who cannot lawfully
use the game or understand these notices should not use it without responsible
adult guidance.
3. Limited license to play
Subject to applicable law and third-party licenses, Altstead LLC permits a player
to access and play the game for personal entertainment. This permission is limited,
non-exclusive, non-transferable and may be withdrawn for misuse or when the service
ends. It does not transfer ownership of the game, source code, original assets,
names or branding.
You may not sell the game as your own product, remove required attribution,
distribute malicious or misleading copies, use game services to attack systems,
or commercially exploit extracted proprietary assets. This paragraph does not
restrict rights granted by an open license, fair use or fair dealing, reverse
engineering rights that cannot lawfully be excluded, or other non-waivable rights.
4. Prohibited conduct, moderation and service protection
Do not use online features to harass, threaten, impersonate, unlawfully target or
expose personal information about another person. Do not send malicious code,
deliberately overload the relay, evade technical limits, interfere with another
player's device or match, probe systems without authorization, or use the service
for unlawful activity.
The relay enforces payload, room-size, idle and traffic limits. Connections or
access may be refused, rate-limited or ended when reasonably needed to protect
players, infrastructure or service integrity. The game does not promise active
human moderation, identity verification, chat review or advance notice before an
abusive or unsafe connection is removed.
Fair play and host authority
Co-op is host-authoritative: the first player in a room ordinarily controls shared
world state, including rounds, enemies, drops and doors. The relay validates message
shape and some host-only actions, but it is not a complete anti-cheat system.
Modified clients, network delay and dishonest hosts can make results inaccurate.
Do not cheat, falsify state or intentionally spoil a session. Scores and unlocks
are entertainment records, not certified competitive results.
5. Online co-op, session keys and callsigns
Online co-op supports temporary rooms of up to four players through a same-origin
WebSocket relay. Public quick-match rooms may be listed to other players. A private
six-character session key is an invitation locator, not an account password,
encryption key or guarantee that only intended people will join. Share it only
with people you want in the room. A recipient can pass it on.
The game has no friend list, direct-message system or built-in voice chat.
A generated callsign—and any player-supplied callsign supported by a build—can be
transmitted to and displayed for people in the same room. Do not put a real name,
contact detail, password or other sensitive information in a callsign. You are
responsible for text you supply and for respecting others' rights.
Online play depends on the relay, the host, each participant's device and network,
and browser WebSocket support. Reconnection and temporary seat reservation are
best-effort. A host leaving can transfer authority, but a match can still pause,
diverge, restart or end. One Fort Rot account may play from one device at a time;
starting play elsewhere ends the previous session.
5a. Accounts, cookies, Stripe subscription
Fort Rot is published by Altstead LLC
(https://altstead.com/).
Browser play on desktop, iPhone Safari and Android Chrome uses the same player
accounts. Email is stored lowercase. Passwords are hashed with scrypt and are
never logged.
An HttpOnly session cookie named fr_sid (Secure on HTTPS, SameSite=Lax)
keeps you signed in. A CSRF token from /api/me is required on account
POST requests. The game also uses localStorage and
sessionStorage as described below.
Solo and local play on this machine is free and does not require a
subscription or an account. Online play uses the live servers and is
$5 USD per month after a 30-minute connected-play trial, billed and
renewed monthly by Stripe until you cancel. The trial is counted on your
account when signed in, or on this device if you have not. Signing in does
not reset a trial already used on this device. Cancel or update payment
methods in the Stripe customer portal (Manage billing). Stripe’s own terms
apply to card processing. This build does not collect tax automatically.
When a subscription is active, online access is recorded from Stripe webhooks
(status active or trialing only). A failed payment
sets the subscription past due; solo still works. The client cannot
grant paid online access by flipping a flag. The relay refuses unauthorized
online connections after the trial. There is no in-app account-deletion
control in this build; request deletion through an official Altstead LLC
contact path on altstead.com when one is published.
6. Network data, local storage and privacy facts
Transient co-op data
During online play, the relay receives a locally generated player identifier,
per-tab identifier suffix, temporary instance identifier, room key, callsign,
persona, cosmetic selection and gameplay state needed to coordinate the match.
Gameplay state can include position, aim, movement and action state, health,
points, weapons, ammunition, perks, revive state and bounded round-performance
signals. Room membership, recent player state, reconnection reservations and
host snapshots are held in server memory for operation and recovery.
Match rooms are memory-only and are removed after they empty and expire.
Player accounts, password hashes, Stripe customer ids, subscription status,
online-trial minutes used, a device-trial token hash and
the current play-session lock are stored in a server database so you can sign in
on another device. Hosting, operating system, proxy, security and network
providers may also create ordinary request, connection, IP-address, error or
abuse-prevention logs under their own practices.
Storage on this device
The game uses browser localStorage for a device identifier; selected
persona and generated callsigns; difficulty, graphics, flashlight, volume, music,
brightness, adaptive-pressure, scare-intensity and reduced-motion preferences;
best round and score; mastery records; and cosmetic progress and selection.
It uses sessionStorage for a per-tab identifier, temporary co-op
resume/checkpoint data and a one-time loading-recovery flag. Clearing site data,
private-browsing behavior, storage limits or browser cleanup can erase these values.
Cookies, analytics and payments
The game sets an HttpOnly session cookie for signed-in accounts and an
HttpOnly device-trial cookie named fr_did so the 30-minute
online trial can be counted without an account. It does not
include an advertising or analytics tracker. Online play after the trial
is a $5 USD / month Stripe subscription processed on Stripe Checkout and the
Stripe customer portal.
There is no loot-box purchase, paid wager, real-money prize or cash-out system.
Third-party pages opened from credit links have their own policies.
Security, confidentiality and retention limits
No internet service is perfectly secure. Session keys can be copied, traffic
reaches relay and network infrastructure, other players receive room data, and a
modified participant can record what their client sees. Do not use the game to
communicate confidential, privileged, regulated or safety-critical information.
Transport encryption depends on the page being served over HTTPS/WSS; local
development may use unencrypted HTTP/WS.
The game is not a backup service. Keep no irreplaceable information in callsigns,
browser storage, scores or progress. No restoration, retention period or successful
recovery is promised after deletion, corruption, browser reset, device loss,
software update, relay restart or service shutdown.
7. PWA, offline cache, updates and compatibility
The game can register a service worker and cache the application shell, code,
models, images, audio and video for repeat launches and offline solo play.
WebSocket co-op and health checks are not cached. Code is requested network-first
with cache fallback; large media is generally cache-first. Cached files occupy
local device storage and can remain until the browser or player clears them or a
newer service-worker cache replaces them.
Offline availability is best-effort. Installation, cache completion, browser
eviction rules, storage quotas and operating-system PWA behavior vary. The pinned
three.js runtime is vendored with the game and precached in the application shell,
so a complete install can boot solo play without a CDN.
Updates and evolving features
This is an evolving, beta-like game. Balance, maps, weapons, progression,
cosmetics, adaptive systems, scares, networking, accessibility options, file
formats and device support may change. An update can replace cached files, alter
local data, invalidate a strategy or stop working on older hardware or browsers.
No specific feature, save format, matchmaking population, frame rate, latency or
compatibility period is promised.
Availability and maintenance
Solo offline play may remain available from a complete cache while online
services do not. Online features can be unavailable for maintenance, failures,
abuse response, provider outages, updates or discontinuation. No service-level
agreement, minimum uptime, response time or permanent operation is offered.
8. Health, horror and accessibility notices
Photosensitivity and visual motion
The game includes flashes, lightning-like effects, muzzle flashes, animated
patterns, screen shake, rapid first-person movement, darkness, camera motion and
peripheral scares. These effects may trigger seizures or cause altered vision,
dizziness, nausea, headaches, disorientation or motion sickness. Stop immediately
if symptoms occur. Play in a well-lit room, keep a reasonable viewing distance and
take breaks. Seek qualified medical guidance when appropriate.
A reduced-motion option disables specified light and peripheral-motion scares,
and browsers can expose a system reduced-motion preference. These controls reduce
some effects; they do not remove every flash, camera movement, animation, combat
effect or possible trigger.
Horror and intense content
Content includes undead enemies, blood effects, corpses, injury sounds, gunfire,
explosions, darkness, startling audio-visual events, psychological-horror cues,
military imagery and sustained threat. Scare intensity can be set to Off, Reduced,
Standard or Intense, but ordinary combat and horror content remain even when
optional scares are off.
Audio and headphone safety
Gunfire, explosions, stingers, screams and impacts can be sudden. Set device and
in-game volume to a safe level before using headphones, and avoid prolonged loud
listening. The game cannot measure your hardware's actual sound-pressure level.
Accessibility limitations
The menus support keyboard-operable controls, visible focus treatment and
responsive layouts, and the game includes controller, touch, reduced-motion,
brightness and separate volume controls. Gameplay is real-time, visually dense and
audio-intensive. Not every interaction, cue, 3D scene or timing requirement has an
equivalent for every disability or assistive technology. Accessibility support is
evolving and is not represented as complete.
Do not play while driving, operating machinery, walking in danger, or doing
anything that requires attention to physical surroundings.
9. Devices, battery, thermal load and network costs
3D rendering, audio, networking and offline caching can consume processor and
graphics resources, memory, battery, electricity, bandwidth and storage. A device
may become warm, reduce performance or close the page under load. Use a device on
a safe surface, follow its manufacturer guidance and stop if it behaves abnormally.
You are responsible for compatible hardware and software, internet access,
carrier or roaming charges, data limits, electrical cost, browser permissions and
updates. Performance varies with hardware, thermal state, battery mode, operating
system, browser, other software and network conditions.
10. Scores, progression, cosmetics and adaptive pressure
No monetary value
Points, best scores, rounds, perks, weapons, cosmetic treatments, unlock progress
and similar game records are virtual gameplay features. They have no cash value,
are not property or currency, cannot be redeemed or transferred, and are not
promised to remain available. Current cosmetics are earned through local gameplay
statistics; there is no loot-box purchase, paid wager, real-money prize or gambling
feature in this build.
Most records are saved only in this browser's local storage. Creative difficulty
does not record best scores. Online state and host authority can affect a run, and
local records can be edited or lost; they are not independently verified.
Optional adaptive-pressure disclosure
Adaptive Pressure is off unless the player enables it. When enabled, it evaluates
bounded round signals such as accuracy, precision, damage taken, downs, clear time
and ammunition stress. Between rounds it can adjust enemy-arrival cadence by up to
approximately 14 percent and alter recovery time within defined limits. It does
not change selected difficulty, damage, health, aim, rewards, drops, mission gates
or navigation. In co-op, bounded round totals can be shared within the room so the
host can calculate team pressure. Persistent mastery records remain local.
11. Third-party services, links and licenses
The game depends on browser and operating-system features, internet and hosting
infrastructure, WebSocket delivery, the vendored three.js runtime shipped with
the game, and the open-source or open-content works credited above. External credit
and license links are provided for attribution and reference. Those sites and
services have their own terms, privacy practices, accessibility and availability.
A link or credit does not mean its creator sponsors or endorses Fort Rot
or Altstead LLC. Likewise, Altstead LLC does not control third-party sites.
If this notice conflicts with a third-party license for that party's work, the
applicable license controls use of that work.
12. Intellectual property, recordings, fan use and feedback
Original project code, writing, interface, branding and project-specific assets
remain protected under applicable law. “Fort Rot,” “Ft. Rot,” “Rotwood”
and original in-game names identify this project; no claim is made to generic
survival-horror ideas, historical material or third-party works. Third-party
material remains owned or licensed by its respective rights holders.
Screenshots, streaming and fan activity
You may capture and share ordinary gameplay screenshots or video for commentary,
criticism, review, streaming and non-commercial fan activity, subject to applicable
law, platform rules and third-party rights. Get permission before exposing another
person's voice, identity or private information. This permission does not authorize
resale of extracted assets, a deceptive endorsement, an official-looking product,
or rights in third-party music, marks, people or services.
Feedback
If you voluntarily provide an idea, bug report or other feedback through a channel
you choose, do not include confidential material. You permit the project to use,
reproduce and adapt that feedback for improving the game without an obligation to
implement it or pay compensation, where applicable law allows. This does not
transfer ownership of unrelated material you include or waive rights that cannot
be waived.
13. Disclaimers, liability and general terms
No warranty
To the maximum extent permitted by applicable law, the game and online features
are provided “as is” and “as available,” with faults and without warranties of
merchantability, fitness for a particular purpose, title, non-infringement,
accuracy, availability, security or error-free operation. Some places do not allow
particular exclusions, so an exclusion applies only to the extent lawful.
Limitation of liability
To the maximum extent permitted by applicable law, Altstead LLC and its
contributors, licensors and service providers are not liable for indirect,
incidental, special, consequential, exemplary or punitive loss arising from use
or inability to use the game, including lost data, progress, opportunity, goodwill
or service access. Nothing here excludes, limits or waives liability or consumer
remedies that cannot lawfully be excluded, limited or waived.
Responsibility for unlawful misuse
Where permitted by applicable law, a person who unlawfully uses the game or
materially violates these conditions is responsible for reasonably foreseeable
third-party claims and costs caused by that conduct. This is not intended to
override non-waivable consumer protections or impose responsibility for conduct
the person did not cause.
Severability, waiver and assignment
If a provision is invalid or unenforceable, it should be limited or removed only
to the extent necessary, without automatically invalidating the rest. Failure to
enforce a provision once is not a permanent waiver. Players may not assign a
personal license in a way that turns it into a sale of the game. The project may
transfer operation or related rights as part of a lawful reorganization, asset
transfer or successor operation, subject to applicable law and third-party licenses.
Headings and the summary aid navigation; they do not narrow the full text.
14. Changes, effective build and contact limits
These notices can change with the game. A revision does not retroactively create
consent, waive non-waivable rights or prove enforceability. The current notice is
linked to the build shown on the title screen.
Last revised with this build. If build metadata is
available, the identifier and deployment date are displayed here automatically.
No legal, privacy or support email or mailing address is published in the current
game, so this page does not invent one. Use only an official project contact path
if one is made available with the game. Do not send confidential or urgent material
through an unverified channel.
This notice does not add forced acceptance, arbitration, a
class-action waiver, a governing-law venue, automatic renewal or a claim that
opening the game waives legal rights.