GUNNER
×2COMBO
SWARM300 M
THE OVERSEERWEAK SPOTS 6/6
LOCK-ON - HIDE!
NEW IN THE LOGBOOK
×1.00
GLT
NOISE
SHIELDFLUX 0
ARC
SUPERCHARGED
OD
MSL
EMP
BOMB
HULL100%
MEDAL
HANGAR
HULL100%
FLUX0
ARM TO TAKE OFF
Co-op FPVCrew register

GunnerFPV

Sign in to keep your upgrades, logbook and medals, and to put your crew's runs on the shared board.

3 to 16 letters, numbers, _ or -

Keep it short and easy - it only guards your game progress. Don't reuse a real password.

Stage 12
Co-op FPVPilot + gunner

GunnerFPV

One drone, two seats. The pilot flies an endless course, the gunner keeps the hunters off its tail. No partner? A bot takes the other seat.

Your seatnot chosen
Playing as a guest·
Stage 12 Seed - Generating course…
Crew role

Choose your role

Pilot setup

Callsign & colour

  1. Callsign
  2. Controller
  3. Lobby
PILOTPILOT
Colour
Pilot No controller yet

You're on a phone

The usual setup: open Gunner FPV on a laptop, PC or TV for the course, and use this phone as the pilot controller.

Phone controller

Scan with your phone

or open on your phone and type

····

Waiting for a controller…

KeyboardNo phone? Test flight with W/S, A/D and the arrows
USB / Bluetooth sticksPlug in the USB cable, or pair "FPV Sticks" by Bluetooth and wiggle a stick
Tip: press F for full screen.
Gunner
REAR TURRET DRAG TO AIM FIRE
Mouse · this computer

Aim with the mouse

You ride the turret under the tail, facing backwards. Hunter drones chase the craft: shoot them before they zap the hull, and pop the pods on the walls for points. The energy cells your pilot flies through charge your overdrive, the red lock by a vent's intake opens the vent for your pilot, and your pilot's fast, tight flying charges a missile and leaves hunters behind.

  • Click the view to take the mouse
  • Move the mouse to swing the turret
  • Hold the left button to fire · mind the heat
  • Hold the right button to zoom
  • Q fires the overdrive when its meter is full
  • Esc releases the mouse and pauses
  • Drag on the right side of the screen to aim
  • Hold FIRE (bottom-left) to shoot · mind the heat
  • ZOOM toggles the scope
  • OD (bottom-right, when the meter is full) fires the overdrive
  • The pause button sits top-right

No mouse? The arrow keys aim, Space fires and Q fires the overdrive.

Crew lobby

Form your crew

Controller
1Pick a gunner 2Launch connecting…
Pilots
fly the craft
0
Gunners
tap PAIR to crew up
0
Daily run
todayModifier - · the same for every crew today
Crew
Optional extra

Challenge modifiers

The normal game needs none of these. Each one makes a run harder and multiplies its final score.

Score ×1.00
Launch sequencePre-flight

Generating course…

Seed -
Weather ·
Plotting the route…0%
Course generation failed

Run pausedPaused

Paused

Biome-
Distance0.00 KM
Run time00:00
Hull-
Weather-
Seed-

Phone controller lost

Scan the code or type ···· on your phone to pick up where you left off.

Esc / P resume · Tab settings · L logbook
Practice with the AutopilotPaused

Paused

Score0
Kills0
Pods0
Scrap0
Hull100%
Upgrades0
Weather-
Seed-

Esc / P resume · Tab settings · L logbook · then click the view to aim
Hull breached

Game over

NEW BEST
Score0
What hit you
Depth0

Modifiers×1.00

Logbook · shared board

Best runs

No.Pilot + GunnerScoreDistance · timeDate
Pilot's logbook · discoveries

Logbook

0/0

Guests keep no logbook. to log what you find: zones, drones, bosses, glitches, medals and more.

Field manual · crew briefing

How to play

The crew

Gunner FPV is played by two-player crews. The Pilot flies the drone through an endless, procedurally generated course: canyons, caves, tunnels and city streets that never repeat. The Gunner rides the rear-facing turret and shoots the hunter drones chasing the craft. Pair up in the lobby (tap PAIR), then the pilot's LAUNCH takes the whole crew into the same course.

Phone controller

  • Scan the QR code on the big screen
  • Left stick: throttle + yaw · right stick: pitch + roll
  • Hold ARM to arm, hold RESET to respawn
  • New to FPV? Switch to ANGLE mode in the phone's settings
  • With a gunner aboard, DROP fires the missile while LOCKED, otherwise the EMP (its label counts what it fires); in a HANGAR it buys

USB / Bluetooth sticks

  • Hold the LEFT stick in to arm / disarm
  • Double-click LEFT: acro / angle · click LEFT: EMP
  • Hold RIGHT: respawn · click RIGHT: missile (in a hangar: buy)

Keyboard

  • W/S throttle · A/D yaw
  • ↑↓ pitch · ←→ roll
  • Space arm · M acro / angle · R respawn
  • E EMP · F missile
  • In a hangar: ←→↑↓ pick · Enter buy · 1/2 tab · W take off

In flight

  • Follow the OSD home arrow: it points along the course
  • Hunters zap the HULL: jink to dodge a charged shot (DODGED: +8% missile)
  • Crash? Re-arm to respawn on the course line just behind
  • Red means a real hit: an arc points where it came from with its name (FLAK -6%); warnings are amber. The end screen lists what hit you
  • Esc / P pause · Tab settings · C chase cam · F full screen (in a crew run: the missile)

One hull, one run

  • In a crew run (a bot gunner counts) the HULL never refills on its own: hunters, the swarm, seekers and hazards wear it down and every crash costs 1-10% (the faster, the worse: 10% from about 140 km/h; nothing in a vent or a hangar)
  • Repairs: fly a VENT all the way through (+20%, up to 100%), land in a HANGAR (+20% once each), and after a boss grab the green REPAIR canisters it drops (gold ones +10%): they can take the hull up to 120% - only then does the hull bar grow past 100
  • At 0: GAME OVER. The stats screen shows your run. Best runs on the main menu has the shared board (every signed-in pilot's crew runs, with both names) and This device (your 10 best here)

The swarm

  • A wall of drones fills the corridor behind you and never stops: SWARM 150 M on the right (amber when it gets close)
  • Inside it the feed breaks up and the hull drains fast (-12% a second): keep moving
  • It speeds up the further you go. Your EMP knocks it back 40 m

The Expanse & the boss

  • Every few kilometres the course opens into THE EXPANSE: a huge arena with mesas, arches, wrecks and bunkers
  • Two giant bosses take turns there. THE OVERSEER: its 6 weak spots (gold hexagons) take gunner rounds and your missiles (lock on to them); LOCK-ON - HIDE! means it is painting you: break line of sight behind cover before the bar fills, or dodge the seekers behind cover
  • THE BULWARK crawls along the floor, shielded while it moves, firing flak (amber rings show where each shell bursts: steer out of them) and mortars; climb or dive out of its BEAM. When it stops its shield goes OFF (bombing its 2 rear PYLONS drops it early, even on the move): fly low and steady over its 4 gold HATCHES - your gunner drops the bombs you carry (the BOMB pips by the bars). Near the arena's end it burrows away: ESCAPES IN 200M on its bar
  • Destroy a boss for a huge score, full overdrive, a full missile - and repair canisters

Extras

  • Boost rings on fast lines: fly through for +29 km/h (and +5% missile)
  • Arc gates and steam vents switch on and off: time your pass (-10% / -5%); a small ARC GATE · LIVE / SAFE line under the compass counts it down for you
  • COMBO: kills, tight gaps, cells and dodges close together multiply the score up to ×4
  • Medals: over 40 of them, from NEEDLE, UNTOUCHABLE (1 km unhurt) and SPEED DEMON (30 s over 144 km/h) to GLITCH SURVIVOR and FULL HOUSE. The Logbook lists them all, and many medals unlock a gun finish, tracer colour or HUD accent (Settings › Profile)
  • Weather changes per course: dusk, night (use the headlight), storms, sandstorms, snow
  • Challenge modifiers (lobby, optional): make a run harder for a bigger score. The normal game needs none

Drills & tight fits

  • Slaloms, over-unders, chicanes, corkscrews and squeeze tubes are not optional: the only way on is through every opening
  • Read them as they come up: the openings are lit
  • Line up early and carry your speed through: threading them cleanly charges the missile and earns FLUX

Lock-on missile

  • Your flying charges it (the MSL bar bottom right): every gap you thread (tighter = more: TIGHT GAP +18%), a clean drill (+15%), speed over 115 km/h (+4% a second), a dodged zap (+8%) and every hunter you shake off (+10%)
  • When the bar glows it is ready - fire it when you choose: spin the craft round and keep a hunter (or a boss weak spot) near the middle of the view until its box turns red: LOCK
  • Fire: click the RIGHT stick, press F or the phone's DROP, then spin back and fly on: the missile homes in (the lock holds 4 s) and its blast hits every hunter within 10 m: aim for the pack

Out-fly the hunters

  • Hunters top out around 145 km/h (brutes 120): hold more than that and they fall behind
  • Tight gaps and drills make them brake and queue one by one: thread them fast to win seconds
  • A hunter left 140 m behind gives up (+10% missile, a little FLUX)
  • Hunters on your tail and no missile? Go fast and thread gaps

Help your gunner

  • Fly through the glowing cyan energy CELLS (the ◇ marker shows the next one): each one charges the gunner's OVERDRIVE (on the gunner's HUD)
  • Warehouses hide big VENTS behind a shutter: your gunner shoots the red LOCK by the intake (VENT LOCKED → VENT OPEN). Take the duct instead of the hall and earn an EMP charge (and half an overdrive). Crash in a duct and it PURGES: you are blown out into the hall and it seals for good
  • The EMP bar's pips are your charges (fire when you choose): click the LEFT stick, press E or the phone's DROP: hunters within 90 m are stunned for 5 s (Settings: EMP on barrel roll adds a full roll)

Hangars & your tech tree

  • Hidden side paths leave the course now and then, marked only by a small sign that fits the zone (a painted drone on rock, a stencil on a door, a neon shop sign…). Duck in: a short tunnel leads to a DRONE HANGAR
  • Land gently anywhere on its floor: +20% hull (once per hangar), the drone disarms and the HANGAR SCREEN opens - the only place to upgrade. Your gunner's tree opens on their screen at the same time; with a bot gunner you pick its upgrades on the second tab
  • Your currency is FLUX: cells, vents, tight gaps, clean drills, boost rings, out-flown hunters, dodged seekers, missile kills, boss parts - and a share of your gunner's scrap
  • Pilot upgrades never change how the drone handles: quicker locks, cluster warheads, flares, a chain EMP, the SCANNER (marks hangar entrances from 400 m), a boost-ring DEFLECTOR shield, a WINGMAN drone…
  • Pick with the sticks (or the arrow keys / a tap), buy with DROP / a RIGHT click / Enter. Throttle up closes the screen (H, DROP or the HANGAR button opens it again); ARM to fly out. Crashing inside a hangar costs nothing

Glitch sectors & the logbook

  • Every 8 to 12 km the screen GLITCHES: the next stretch carries one of 14 effects until it ends (GLITCH · OVERCLOCK and a bar with the others shows how far is left). Some hurt (hornets, glass, signal loss, heavy), some help (slow-mo, gold rush). Get through one without damage for GLITCH SURVIVOR
  • The Logbook (main menu) keeps everything you have seen: zones, bosses, drones, hazards, places, glitches, medals, upgrades and weather. Each entry is ??? until you find it; a small NEW IN THE LOGBOOK line says when you do. Signed-in pilots only: guests log nothing

Gunner

  • Computer: click the view to take the mouse, move to aim, hold the left button to fire, right button zooms, Esc pauses
  • Phone: drag on the right side to aim, hold the big FIRE button bottom-left
  • The barrels heat up: let them cool before they overheat
  • Arrows at the edge point at hunters you cannot see
  • Your pilot's energy cells fill the OVERDRIVE meter: when it is full press Q (or tap OD) for 8 s of cool barrels, faster fire and double damage
  • A vent coming up? SHOOT THE LOCK: the red target by its intake opens it for your pilot
  • The pilot's EMP stuns hunters for 5 s: easy targets
  • PILOT MISSILE READY (top left): your pilot's flying has charged a missile whose blast hits every hunter within 10 m. Fast, tight flying also leaves hunters behind: HUNTER LOST
  • The swarm chases you from behind: you see it coming (SWARM 150M at the top). In the Expanse, shoot the boss's gold weak spots whenever it drifts behind the craft
  • Breaking pods and vent locks earns SCRAP (kills a little). The upgrade tree - guns, systems, defence - opens only while your pilot is landed in a HANGAR (PILOT IN THE HANGAR - UPGRADE); in practice the Autopilot gives you a short HANGAR UPLINK as it passes one
  • Against the Bulwark: it is shielded while it drives; its 2 rear PYLONS take the bombs (both down: SHIELD DOWN for 10 s). When it stops the shield is OFF: the bombs are yours - B (or the BOMB button) when the BOMB SIGHT turns gold over a hatch. Shoot down its mortar shells
  • The hull is the crew's: when it gives out you both see the run's stats

Bots & practice

  • Pilots can always pair with a BOT gunner: Rook (rookie), Sentry (veteran) or Kestrel (ace)
  • Gunners can always practise with the Autopilot bot pilot
  • Two devices? Pick Pilot on one and Gunner on the other, pair in the lobby, and the pilot launches for both
  • Sign in (or create a pilot: a username and a short, simple password) to keep upgrades, your logbook, medals and settings. A guest flies without upgrades (hangars still repair the hull) and nothing is saved
Sticks found
Your stick controller is connected. Fly with it?
Settings

Handling

Overall sensitivityHow fast the drone turns, on every controller (angle mode: yaw only)
Throttle powerHow hard the motors push. Low = heavy brick, high = rocket. The hover point moves too

Crashing it happens

Crew with a gunner aboard

Camera

Camera tiltTilts the FPV camera up, like a real quad
Field of viewHorizontal

Lens also on your phone: gear → Laptop view

Crew

Performance

Render scaleTurn it down if the frame rate struggles

Stick controller USB or Bluetooth

Not connected
THR
YAW
PIT
ROL
BTN
LR

Push each stick up and right: its bar should go right. If not, flip its switch below.

Feel

Pitch / roll sensitivity
Yaw sensitivity
Pitch / roll expoSofter around the middle, less twitchy
Yaw expo
Throttle expoFiner control around hover
DeadzoneIgnores tiny wiggles in the middle

Aim turret

Mouse sensitivityHow far the turret swings per mouse movement (the arrow keys too)
Touch sensitivityHow far a drag swings the turret on a touch screen

View

Field of viewHorizontal, turret camera. Zoom (right button / ZOOM) narrows it 2.5×

Crosshair

HUD the in-flight display

HUD scaleSize of the bars, callouts and side gauges
HUD opacity
Radar sizeThe pilot's rear radar (RECON upgrade)

Readouts

Sound both seats

Master volumeEverything · N mutes
EffectsGuns, blasts, zaps, alarms
MotorsThe drone's motors

Comfort

Runs

Course seed

Blank = a new random course on every launch.
Current course: -

Debug ` toggles the overlay

Cosmetics each one is earned with a medal

Locked items name the medal that unlocks them.

HUD accent your HUD's tint and the record gates

Tracer colour the gunner's rounds, seen from both seats

Gun finish the turret in the gunner's view

Pilot account

Playing as a guest

Guests fly without upgrades, nothing is saved and runs stay off the shared board.

Danger zone each one asks you to type WIPE

Wipe this deviceForgets everything this browser keeps for Gunner FPV and the FPV practice game: settings, best runs, the sign-in. Your account stays.
Wipe my progressClears your logbook, medals and stats on the server. Your account and settings stay.
Delete my accountDeletes your pilot account and everything saved in it, for good.

Tab settings Esc pause E EMP F missile / full screen C chase cam R respawn N muteEsc release mouse / pause Z zoom ↑↓←→ aim Space fire N mute