FPS Hard Free

CorridorX

I built CorridorX as a first-person maze shooter that runs entirely in your browser — no engine, no download, just a hand-written raycaster drawing 3D walls onto an HTML5 canvas. Every match carves a fresh 21×21 labyrinth of two-wide corridors, drops you in with a rifle, and turns loose four kinds of enemy that patrol, hunt, and ambush. Five modes, three difficulty tiers, and no exit to run for. You clear the sector or the sector clears you.

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🎯 Procedural mazes 🔫 4 weapons · 5 modes 💀 3 difficulty tiers 🆓 No login needed
🎯
CorridorX
First-person maze shooter · procedural labyrinths

✨ What makes it fun

🗺️

A new maze every run

A recursive backtracker carves the layout fresh each match, then punches in a handful of extra links so the maze loops instead of dead-ending. You never memorise a level — you learn to read one.

👁️

Real raycast 3D

The walls are drawn column by column with a projection-plane camera — the same technique that powered the original corridor shooters — with brick textures, a look-pitch axis, and a floating weapon that sways as you turn.

💀

Enemies with personalities

Four archetypes share the maze: common Grunts, fragile Rushers that sprint you down, long-sighted Snipers that punish open lanes, and armored Tanks that soak a full magazine.

🎖️

Punchy game feel

Every shot kicks the camera, kills freeze the frame for a beat, blood sprays in screen space, and combo banners stack your multiplier. I spent most of the tuning time here.

🎮 Controls

WS  Move forward / backward
AD  Strafe left / right
🖱️ Mouse to look & aim (click to capture)
🖱️ Click or Space  Fire
1234  Switch weapon
R  Reload
Shift  Sprint (drains stamina)
Esc  Pause / release cursor

💡 Quick tips

Corners are cover. Slide along a wall and let the enemy step into your crosshair rather than the reverse.
Reload with R in the gaps between fights — never get caught mid-mag against a Tank.
Chain kills fast: the combo multiplier adds 25% per link, so back-to-back frags are worth far more than spread-out ones.
Grab the medkit and ammo boxes that respawn each wave, and keep an eye out for the Scatter drop.

🕹️ How to play

From the title screen, hit Enter Combat, pick a difficulty, then choose one of the five modes. On desktop the game locks your mouse cursor the moment a match starts — if the pointer doesn't grab, click the canvas once and you're in. On a phone the left half of the screen becomes a movement stick and the right half is a look-pad you drag to turn; there's a dedicated fire button and reload button in the bottom-right.

You always spawn holding the Rifle, and for the first three seconds you carry a spawn shield so you can't be gunned down before you've even turned around. After that it's live. Enemies roam the maze until they catch sight of you, then close in and open fire — so movement is your best defence. There's no health regeneration, which means the medkits scattered through the maze are the only way back to full, and they respawn alongside ammo boxes at the start of every wave.

Clear every enemy in a wave and the next one spawns larger, each carrying a stage objective — an escalating kill target that starts at three hostiles and climbs to twenty, each one worth a growing XP bonus on top of your score. Score comes from kills (a base of 100 apiece, multiplied by your active combo), wave-clear bonuses, and those objective payouts. Your best score, lifetime kills, and total matches are saved locally and shown on the title screen, so there's always a personal number to beat.

🎯 The five game modes

💀 Deathmatch

A three-minute clock and one goal: the highest score. If you fall you respawn and keep fighting until the timer runs out, so it's the friendliest place to learn the maze and the weapons.

⚡ Survival

One life, no respawns. Each cleared wave sends in a bigger one, and reinforcements keep trickling in between kills. How many waves can you hold the sector?

🎯 Precision Hunt

A leaner fight built around aim discipline. You start against fewer enemies and there are no elite spawns crashing the party — every shot is supposed to matter.

🌊 Horde

Endless escalating waves with no clock at all. Elites hunt you between surges and it's a single life, so it's the purest test of how deep you can push before the maze swallows you.

⏱️ Time Attack

Ninety seconds on the clock, but every kill buys back 2.5 more. Keep the frags flowing and the timer never dies; stall for a moment and it's over. It rewards constant movement and tight combo chains harder than any other mode.

🔫 Arsenal & opposition

Your weapons

Rifle — the reliable starter: a 30-round magazine and solid per-shot damage. Good at everything.
Carbine — lighter and faster with a 20-round mag; trades a little punch for a quicker rhythm.
Pulse — a heavy hitter with only six shots and a slow cadence. This is your Tank-cracker.
Scatter — an eight-pellet spread cannon you can't buy or start with. It only drops as a maze pickup, and once you own it, it lives on weapon slot 4.

What's hunting you

Grunt — the baseline soldier and the most common face in the maze.
Rusher — fast and fragile; it will be in your face before you finish reloading.
Sniper — the longest sight-line of the bunch and heavy ranged damage. Don't linger in open lanes.
Tank — slow, oversized, and armored enough to eat a full magazine.
Elites — periodic boss-grade Tanks that arrive with a warning and pay out roughly six times a normal kill.

🧠 Going deeper: strategy

The three difficulty tiers — Recruit, Soldier, and Veteran — aren't just health sliders. Moving up scales enemy health, the damage they deal, how quickly they can fire again, how fast they move, and crucially how accurate their aim is. On Recruit the opposition is slower and sprays wide; on Veteran they're faster, tougher, and shoot straight, so the same maze plays like a different game.

Weapon swapping is the skill ceiling. I balanced the three starting guns so no single one carries a run: lead with the Rifle, drop to the Carbine when you want a faster trigger against Rushers, and save the six Pulse rounds for a Tank or an inbound Elite instead of wasting them on a Grunt. When a Scatter drops, hold it for the close, panicky moments — eight pellets at point-blank range end a Rusher instantly but waste themselves across a corridor.

Above all, keep moving. Sprint on Shift to reposition, but watch the stamina bar — run it dry and you're a slow target. Because the maze loops rather than dead-ends, you can almost always break line-of-sight with a Sniper by cutting around a block, and you can funnel a Tank into a corner where its slow turn works against it. The combo timer is the invisible scoreboard: string kills together before it lapses and a modest run of frags snowballs into a score you couldn't reach shooting one enemy at a time.

❓ Frequently asked

Is CorridorX really free?

Yes — it's free to play in the browser with no account, no install, and no paywall. It runs on desktop and mobile straight from this page.

Are the mazes really different every time?

Every match generates a brand-new 21×21 labyrinth from scratch, then adds extra connections so it loops. There are no in-game maps beyond the small minimap in the corner, so reading the layout on the fly is part of the challenge.

How do I get the Scatter gun?

You can't start with it or select it — it only appears as a pickup somewhere in the maze. Grab it and it unlocks on weapon slot 4 for the rest of that run.

Which mode should I start with?

Deathmatch on Recruit. You get a three-minute clock and respawns, which is the safest way to learn the weapons and the enemy types before you take one life into Survival or Horde.

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