Hunt. Lock. Eliminate.
A real-time multiplayer stealth game where up to seven players can create a match, join with one tap, and play together directly inside Discord. No downloads, no lobbies outside the platform.
BLINDSPOT runs as a Discord Activity. Players open it directly inside a voice channel, no download or account required. Each player sees only what's in their line of sight. Walls block vision. You have to move to see. Discord avatars render on player characters. Everything syncs in real-time across all players in the same channel.
The core mechanic is visibility. In most multiplayer games, you can see the whole map. In BLINDSPOT, you can't see around a corner until you walk around it. That asymmetric information is what creates tension.
Current development build showing the line-of-sight visibility system, procedural facility map, Discord avatar rendering, and real-time multiplayer infrastructure running natively inside Discord.
Discord has 500M+ registered users already in voice channels together. Every existing Discord Activity is a casual mini-game: trivia, fishing, poker. There is no tactical, skill-based multiplayer experience built for the platform.
The audience exists. The session-start mechanic exists. Nobody has shipped the game.
Working as a community manager for a blockchain project on Discord, I watched engagement drop significantly during a difficult period for the team. Most community tools are passive: announcements, polls, roles. I wanted something that made people actually play together inside the server they were already in.
BLINDSPOT is designed for the one thing Discord does better than Steam or a standalone app: frictionless session starts with people you're already talking to.
Line-of-sight visibility — Each player has a visibility cone that is blocked by walls. You can only see what your character can physically see from their position. Moving around a corner reveals new space but exposes you. This creates genuine uncertainty. You don't know if someone is around the corner until you look.
Tactical facility map — The map is a connected system of enclosed rooms and corridors. Six distinct navigation routes, no full-arena sightlines. Every path is a tactical choice. The map is 100% procedurally rendered on canvas with no image assets, every wall, floor texture, and surveillance indicator is drawn at runtime.
Discord-native session start — Players are already in a voice channel together. One person opens the Activity, others join in one tap. Discord avatars appear on player characters, making the game feel personal rather than anonymous.
Demo recorded in development mode. The game is designed for multiplayer servers and normally requires at least two players. For demonstration purposes, the activity was launched directly. Demo recorded in a single-player development environment. Matchmaking and lobby systems are fully implemented, while additional gameplay mechanics and maps are still being completed.
/create-match
BLINDSPOT's Discord bot manages match creation, lobby state, player counts, and session orchestration before launching the Discord Activity. Lobbies support 2–7 players and update in real time as players join.
Discord Activities do not provide matchmaking or session orchestration out of the box. The BLINDSPOT bot acts as the caretaker of the game, creating lobbies, managing player membership, generating match codes, and launching synchronised sessions inside the Activity. The bot is not a convenience feature. It is the infrastructure that makes the game possible at all.
BLINDSPOT required solving real-time networking, visibility computation, procedural rendering, and platform-specific constraints simultaneously inside Discord's embedded environment.
Building a game teaches you something no web project does: performance, precision, and the cost of every frame.