Flagship Map Five armies drop into one dwarven mountain

Five Armies.
One Mountain.
And dwarves.

Doom Protocol is a large-scale PvPvE shooter where five rival factions descend from orbit into a dwarven megacity carved inside a mountain. Fight through cities, forges, and mines, steal the Boomstone, and run like hell before anyone else can stop you. Dwarves included.

5
Five sci-fi teams in one shared battlefield
PvE
Dwarven militias that hate everyone equally
Bridges, traps, lava…and dwarves
Serious sci-fi gunplay. Deeply unserious short people with explosives.
Five carriers in the sky One dwarven mountain below

One continuous megamap from sky to vault.

Drop into your team’s forward operating base, push through dwarven districts, seize control rooms, fight across the central shaft, raid the Boomstone vault, and sprint back uphill through complete chaos. No rounds. No lanes. Just everyone in the same mountain at once.

5 teams • PvPvE City → forges → mines → vault Steal the Boomstone & extract
Central shaft and deep vault visible from key vantage points. Vertical mega-map • No safe route down
The Pitch Five sci-fi squads invade a dwarven megacity inside a mountain.
Your Job Fight through the mountain, grab the Boomstone, and get out alive.
Complication Four other teams. A city of dwarves. More traps than common sense.
The Core Loop

Drop in, push down, grab the rock, run

Doom Protocol is a multi-team PvPvE heist. Every match is the same terrible idea: go into the mountain, steal the glowing thing the dwarves worship, and try to leave.

Each match starts the same way: five carriers hover overhead, one for each faction. Your squad slams down into a forward operating base dug into the mountain. From there, it’s all bad decisions.

Inside the mountain is a full dwarven city—housing, breweries, markets, forges, mines—stacked in layers around a central shaft that goes down much farther than anyone comfortable wants to look. You’re here to fight through all of that and steal the Boomstone they’ve wired into everything.

  • Clash with enemy squads and dwarven militias at the mine entrances.
  • Capture control points to unlock your team’s private vault door.
  • Descend the central shaft using bridges, lifts, and “shortcuts.”
  • Defeat the chained dragon guarding the reactor chamber.
  • Rip the Boomstone out of its mount and physically carry it through the chaos back to your FOB.
A Living Dwarven Megacity

One mountain, four layers of hell

The flagship map is a single continuous space carved inside a mountain: a dwarven city on top, industry in the middle, raw mines below, and a dragon-guarded reactor at the bottom.

Upper City
Housing • Cathedral • Markets

Balconies, plazas, taverns, theaters, and a glowing cathedral. Tables are half-set, doors left open, toys on floors—everyone walked out at once when the alarms sounded and came back with helmets and axes.

Industrial Mid-Levels
Forges • Breweries • Workshops

Forges roar, conveyor belts rattle, pipes hum, and walkways crisscross overhead. Breweries, armories, machine halls and maintenance tunnels turn every fight into a mix of cover shooting and “who just hit that lever?”

Raw Mines
Caverns • Veins • Scaffolds

Jagged caverns carved into ore, scaffolding bolted to nothing in particular, minecart tracks that cross bottomless pits. Down here, dwarves fight like they own the place— because they do. You are very much the intruder.

Deep Vault
Dragon • Reactor • Boomstone

The bottom of the mountain: a colossal vault where a chained dragon guards a humming reactor core the dwarves have been worshipping, wiring into everything, and occasionally arguing with. The Boomstone sits here, waiting for someone brave—or stupid—enough to pick it up.

Five Rival Factions

Five carriers, five FOBs, one very bad idea

Each color represents a full sci-fi faction with its own carrier in the sky and a base on the mountain. All of them want the same thing. All of them arrive at the same time. None of them asked the dwarves.

Ground FOBs • Orbital Carriers
Clear silhouettes & team colors
  • White – disciplined vanguard troops with immaculate armor and terrible life expectancy.
  • Red – aggressive assault specialists who believe “fallback” is a mistranslation.
  • Blue – recon and control experts obsessed with vision, routes, and flanks.
  • Gold – elite operators who treat every match like a highlight reel waiting to happen.
  • Pink – cheerful iconography, unprintable casualty statistics.

From your FOB, you can see your carrier overhead, your colors on every crate, and the mountain looming over you. Somewhere inside is a humming reactor core nicknamed the Boomstone. Whoever gets it home wins. For a while.

The Boomstone

Why everyone is willing to die for a rock that hums

Most players just know it as “that glowing thing you grab before everything explodes.” For anyone who actually reads lore, the Boomstone has a history. A very long, very bad one.

Long before humans ever saw this mountain, a civilization called the Aetherion Empire crossed the stars using a network of jump gates. Their war-flagship—the capital ship Threnody Ascendant—vanished in the final days of a war nobody remembers.

It didn’t vanish. It crashed here. Buried in rock and forgotten, its power core kept humming under the mountain for millennia until the dwarves found it, dug around it, and did the only logical thing: they wired their entire civilization into it.

Humans classify the Boomstone as a Class-Omega zero-point reactor core. The dwarves call it the Sundering Stone in their myths, the Boomstone in their pubs, and the Very Hot Angry Orb in children’s stories. It powers their forges, their lights, and their brewery. Humans would very much like to remove it from the premises.

Traps, Hazards & Dwarven Fury

The environment is not your friend

Doom Protocol is a shooter where half your deaths come from things that don’t have a gamertag. The dwarves have been engineering this place for centuries. Not for safety. For fun.

Bridge Gauntlets
Pendulums • Crushers • Crosswinds

Cross the central shaft on narrow stone spans while pendulum blades swing, crushers slam, and wind tunnels push everyone toward a very long fall. The fastest routes are always the ones the dwarves labelled “Perfectly Safe, Probably.”

Living Machinery
Minecarts • Conveyors • Scaffolds

Minecarts erase squads that weren’t looking both ways. Conveyor belts drag firefights across the room. Collapsing scaffolding punishes anyone who stops moving. The dwarves call this “efficient workflow.”

Dwarven Militia
PvE That Hates Everyone

Dwarven defenders spill out from deeper levels and push toward the entrances. Ignore them and they’ll build barricades in all the worst places. Help them and they might accidentally help you. Intentionally, even.

Meet Your Dwarven Expert

“Why they don’t surrender?”

Each team gets a “dwarfologist” — a human who has spent way too long trying to understand the locals and now sounds slightly unwell when he talks about them.

“Why dwarves don’t surrender?” Boris snorts. “Dwarves invented the concept of not surrendering. They hold inter-clan tournaments for it.”

“They’ve been waiting three hundred years for a good fight. You think they’re scared? No. They’re thrilled. They’ve got banners. They’ve got chants. They’ve got snacks.”

“If anything, they’re offended we didn’t bring more soldiers.”
Orthorn’s dwarves don’t see this as an invasion. They see it as the best festival they’ve ever had—with fireworks, foreign guests, and a very large glowing centerpiece everyone is fighting over.
Key Features

Serious systems. Stupidly good stories.

Doom Protocol is built to generate “you had to be there” stories: five-team PvPvE, huge vertical spaces, lethal traps, and just enough dwarven nonsense to make every match go off the rails.

5-Team PvPvE
Five-way war in one shared arena
Fight four other teams and the dwarves at the same time. Third-party ambushes, temporary alliances, last-second betrayals—if you’ve ever said “let them fight,” this is your game.
Flagship Map
One colossal dwarven mountain
The main mode takes place in a single continuous environment: FOBs on the slopes, multiple mine entrances, layered city districts, industrial complexes, raw mines, and a deep vault. No loading breaks—just smarter or dumber routing.
Traversal
Slides, ladders, lifts & “shortcuts”
Run, slide, jump, climb, ride lifts and minecarts. The map rewards confident movement and rewards stupidity with spectacular deaths. Gravity is neutral. Mostly.
Objectives
Control points that change your route
Capture and hold control points to open your team’s private vault door deeper in the mountain. Lose them and it slams shut. Objectives don’t just give points—they change where your team can go.
Hazards
Readable, lethal, and reusable
Traps and hazards are tuned to be deadly but fair once you’ve seen them. Learn timings, bait enemies, and turn dwarven “safety systems” into your team’s favourite weapons.
Visual Style
Stylized chaos, clear silhouettes
Dense dwarven environments built in a stylized, readable look: bold team colors, clean silhouettes, strong lighting. It’s easy to tell who is who, even when everyone is screaming and on fire.