SMEAR / BUILD 46 / CAPTURED IN GAME

Hands. Hardware. Handling.

Thirteen tools, three inspection angles each, and five playable recordings with game audio. Rounded gloves, connected cuffs, revised grips and moving reload assemblies.

Play build 46   /   Verification receipt

R reloads or primes your held tool. I runs its inspection animation. Ammunition stays unlimited; with Grab selected, R still restores a buddy.

Reload, inspect, fire

Pistol

Magazine removal and seating, support hand, inspection and firing.

Rocket launcher

Round insertion and separate support grip, followed by rapid fire.

Shotgun

Shell insertion, inspection, pump motion and firing.

Sawblade launcher

Replacement blade, inspection and bouncing blades.

The rest of the kit

Spill bottle, bat, grenade, mop, blower, washer, wet vac, magnet and sticky launcher. Includes a bat swing and grenade throw.

Grip inspection

Full-size stills from the same build. Select a tool, then open any angle to inspect it closely.

What the evidence covers

The videos capture the game’s WebGPU canvas at 1440 × 900 with its audio stream, using native key and mouse events and a stationary camera in Fly mode. The separate text overlay is visible in screenshots but is outside the video stream. The three-angle stills use a test-only viewmodel rotation and closer offset to expose grip seams. The only change after these recordings keeps stationary Settings/About text visible; weapon code, shaders, physics and assets are identical.

Barrel separation, barrel stacking and two-barrel magnetic capture are exercised by the GPU gauntlet. The release receipt records the shader, gameplay and native-resolution performance checks.

Startup remains unfinished: mesh generation now runs in a worker and is cached. The loader updates its actual stage, elapsed time and shader count. Isolated Firefox measured about 22 seconds cold and 10 seconds cached before the entry button; shader compilation remains the main delay.

The room also gains dry surface grain and LTC response. Barlow SDF glyphs cover in-game labels and interface text, including the curved bat label. Loading and error messages use browser text until the GPU is available.