A sniper game controlled partly by your brain. An EEG headset reads your attention and meditation in real time, and they decide how steady your aim is.
You start on a random rooftop above a busy city street with a sniper rifle. Somewhere in the crowd is your target. All you get is a short description, for example "He is wearing a black suit and is acting nervously". Find him and take him out before the clock runs out.
The catch is that your rifle responds to your mind:
- Attention keeps your shots accurate. The more focused you are, the less your bullets scatter and the less quickly the scope trembles.
- Meditation keeps your hands steady. The calmer you are, the less the scope sways.
If the headset isn't connected or the signal is poor, the game assumes you're as distracted and tense as possible, so aiming is at its hardest.
Prebuilt versions for Windows and Linux are on the Releases page.
Windows: download the Neurosniper-windows-x64-*.zip file from the latest release, extract it, and run Neurosniper\NeuroSniper.exe.
Linux: download the Neurosniper-linux-x86_64-*.tar.gz file from the latest release, then extract and start it:
tar -xzf Neurosniper-linux-x86_64-*.tar.gz
./Neurosniper/Neurosniper.x86_64- In the main menu, choose Play, pick a level and a rifle, and start.
- Read the target's description on the HUD and scan the crowd through the scope.
- Shoot the target. With the default rifle, a headshot kills in one hit, torso shots take two, and limb shots take more.
- You win when the target is dead. You lose if the 2-minute timer runs out.
Things that make it harder:
- Gunshots cause panic. Every shot sends nearby NPCs running, including the target.
- The drone. A drone with a searchlight patrols the area. If its light finds you, you're warned with "You have been detected!" and the whole crowd panics.
| Action | Key |
|---|---|
| Move | W A S D / arrow keys |
| Sprint | Left Shift |
| Look around | Mouse |
| Aim through the scope | Hold Right mouse button |
| Zoom (while aiming) | Mouse wheel |
| Shoot | Left mouse button / Enter |
| Pause | Esc / Space |
- Attention Level and Meditation Level bars show the values coming from the headset (0–100%).
- The brain icon shows signal quality, from red (no signal) to green (good signal). It's yellow while Neurostate measures your resting baseline. EEG only affects aiming while it's fully green.
Neurosniper reads attention and meditation from either of two sources:
- Neurostate, for any EEG cap that streams over LSL (Lab Streaming Layer), such as the BrainAccess MIDI. The game reads its JSON output at
127.0.0.1:13855. Neurostate calls meditation relaxation. - ThinkGear Connector, for NeuroSky headsets such as the MindWave Mobile, at
127.0.0.1:13854. Any other program that speaks the ThinkGear JSON protocol on that port works too.
By default the game uses Neurostate if it's running, and ThinkGear Connector otherwise. To always use one of them, set Source on the EEGManager component of the Player prefab to NeuroState or ThinkGear. The host and ports are set there too.
The source can start before or after the game, and can restart while you play: the game connects and reconnects on its own.
The game is fully playable without a headset; aiming is just at its hardest.
- Put the cap on and start its LSL stream. For BrainAccess, connect the headset in BrainAccess Board with LSL streaming on.
- Start Neurostate, for example
uv run neurostate run --montage brainaccess-midi. - Start the game.
- For the first minute of good signal, Neurostate measures your resting baseline and the brain icon stays yellow. Sit still with your eyes open until it turns green. Neurostate does this once, when it starts, so restarting the game doesn't repeat it.
- Pair the headset with your computer.
- Start ThinkGear Connector.
- Start the game, put the headset on and wait for the brain icon to turn fully green.
- Unity 6000.0.47f1 (Unity 6). Install it through Unity Hub.
- Git on your
PATH. Unity needs it to download the Newtonsoft JSON package, which is installed from GitHub. - An EEG headset is optional.
Built with the Universal Render Pipeline (URP), Cinemachine 3, the Input System and AI Navigation.
- Clone the repository. The git history contains large asset files, so expect a download of about 2 GB.
git clone [email protected]:KN-Neuron/Neurosniper.git
- In Unity Hub, choose Add → Add project from disk and select the cloned folder. The first import takes a while.
- Open
Assets/Scenes/MainMenu.unityand press Play. You can also openAssets/Scenes/Level1.unityto jump straight into the level.
Open File → Build Profiles, check that the scene list contains MainMenu and Level1 (in that order), and build for your platform.
Don't commit builds to the repository. GameExe/ and Builds/ are ignored by git; publish builds as files on a release instead.
Assets/
├── Scripts/
│ ├── Camera/ Aim camera, zoom, EEG-driven scope sway, recoil
│ ├── EEG/ Neurostate and ThinkGear connection (EEGManager), HUD bars, signal icon, detection message
│ ├── Weapons/ Shooting, EEG-driven bullet scatter, bullets
│ ├── NPC/ NPC types and their behaviour states (idle, walking, phone, panic, ...)
│ ├── Entities/ Health, hitboxes, per-body-part damage multipliers, ragdoll interface
│ ├── Mission/ Win/lose conditions and the end-of-game flow
│ ├── Player/ Movement and random spawning
│ ├── Drone/ Searchlight drone that can spot the player
│ ├── PathC/ Moves the drone along its path
│ ├── Menu/ Main menu, level and weapon selection, settings, mission timer
│ └── Utils/ Game manager (pause, end screens), input wrapper, constants
├── Prefabs/ Player, NPC variants, Drone, UI
├── Scenes/ MainMenu and Level1 (in the build); ShootTest and SampleScene are for testing
└── Settings/ URP render pipeline assets and volume profiles
- Weapon choice is cosmetic. The weapon selection screen shows each rifle's stats, but in-game you always get the rifle configured on the Player prefab.
- There's only one level, and level unlocking isn't connected to winning yet.
- Shooting the wrong person doesn't count as a failure. The only way to lose is running out of time.
- Weapon stats that affect gameplay, including how strongly each rifle reacts to attention and meditation.
- More levels and level progression.
This project uses the following assets, each covered by its own license:
- Synty Studios: POLYGON City, POLYGON Adventure, POLYGON Knights
- Polytope Studio: Lowpoly Environments (Nature)
- Unity: Terrain Sample Assets
- Handpainted Grass and Ground Textures
- TooManyCrosshairs: scope and crosshair graphics
- CorePro: Flat Pack UI icons and fonts
- Explosive LLC: RPG Character Mecanim Animation Pack FREE
- ithappy: Weapons FREE
- UI Soundpack: menu sounds
- Sebastian Lague: Path Creator
- TextMesh Pro
Made by members of KN Neuron.