Strike
Supply caches, trucks driving loops, radars, rifle squads in the villages. Wave one is always a strike: destroy everything.
- Trucks
- Supply caches
- Radars
- Rifle squads
FreeIn your browserNo install
Thirty mil. Zero install.
A twin-stick helicopter shooter that lives in a browser tab. Fly an AH-64E Apache over a desert that's built fresh every sortie, and take it apart with a 30 mm cannon and Hellfires.
Desktop browser · keyboard & mouse or a gamepad · sound on
01 The pitch
Project Apache started on 23 August 2026 as a flight simulator: rotor physics, a phosphor HUD, two cockpits. Then it grew an arcade mode on the same airframe, and the arcade mode turned out to be the fun part.
So that's what this page is about. You fly from above, the nose follows your mouse, and things on the ground have opinions about you. Clear a wave, take an upgrade, go again. Get shot down three times and it's over.
02 Flight school
Honest label: this is a little 2D toy built for this page so your hands get the idea. The real game is 3D, with terrain, line of sight, and a lot more shooting back.
03 Gunner's sight · TADS
Tap Z and the camera drops into the turret under the nose: a white-hot FLIR picture, day or night. Hold a target in the cross for 0.6 s and it's tracked. Up to three. Each Hellfire goes to the next track.
The picture is a real frame from the game's sight. The brackets you're placing are this page's stand-in for its tracker.
04 The draft
Every cleared wave opens a supply crate and deals three upgrades. Take one. About one card in six comes up rare: gold, two levels in one. From wave three, about one in twenty is elite: red chrome, straight to the max, plus 1,000 points. Now and then the crate holds a fourth card.
These aren't mock-ups. They're the game's own cards, drawn by the game's own code. Tilt them.
05 The waves
Supply caches, trucks driving loops, radars, rifle squads in the villages. Wave one is always a strike: destroy everything.
AA turrets lob slow rounds that lead you by half. MANPADS gunners paint you with a red line for 1.8 s, then fire. Dodge inside 45 m, or put a ridge between you.
Tanks shrug off the cannon (it does 15%). Bring Hellfires. Mortar teams drop a red ring where the round will burst. Don't be in it.
APCs pull up near you and unload a squad. SAM launchers lock from far away, but only while their paired radar stands. Kill the radar.
Every fifth wave, a Mi-24 Hind shows up. It circles, it turns in, it brings rockets. It did not come to talk. It falls burning, if you're good.
06 Mission board
Complete it for a bonus and a draft. Fail it and it costs one of your three lives. So does getting shot down.
Destroy everything. Wave one is always this.
Three friendly trucks take the longest road on the map, up to 1.1 km of ambush. Keep them rolling.
Hold a compound for 90 seconds against groups marching on it.
Hover low over the green smoke for four seconds, then get back to the pad. You have 150.
A convoy is driving to the end of its road. It should not get there.
A four-man team sneaks into a guarded compound to plant a charge. Cover them through the sight, quietly. No alarm pays double.
Every fifth wave. See above. Bring flares.
07 Procedural ranges
Every game builds a 1.44 km range from a six-digit seed: eleven to sixteen mountain massifs, five to eight lakes, mesas, dunes, a river, canyons, walled compounds and villages joined by roads routed over the terrain. Lit by day, dusk or night, and night is flown on thermal. The number is the seed: share it and your mates fly the same ground against the same targets.
Daily op · today
Today's range, missions and upgrade offers are seeded from the date, so everyone gets the same ones. Your best is kept on your machine. There's no global leaderboard. Yet.
08 Frames
Every frame here came out of the game's own renderer in a browser tab. The low, cinematic angles are from a dev camera; you play from above, like the top-down shots.
09 Who made this
I'm John Kappa. I made Project Apache with AI coding tools: I describe what I want, argue with what comes back, and keep the bits that feel right.
It's a side project. No studio, no engine, no budget, and no roadmap you should hold me to. It runs on three.js, TypeScript and Vite. There will be bugs. It's free, and it'll stay free.
If something breaks, or you put up a score you're proud of, tell me. X is the quickest way.
10 Questions
Yes. It's free to play in your browser, with no account, no ads and nothing to buy.
No. It runs in a desktop browser with WebGL 2. The first load fetches about 15 MB of 3D models, so give it a moment.
Keyboard and mouse: WASD to fly, the mouse to aim, left button for the 30 mm cannon, right button for Hellfires, Shift to snap-roll and Z for the gunner's sight. A gamepad works too; plug it in and the game picks it up.
Not yet. There are no touch controls, so you need a desktop or laptop browser.
Yes. Every range has a six-digit number, and a link like /arcade?range=482913 rebuilds the same ground and targets for anyone. The daily op gives everyone the same range, missions and upgrade offers each day.
Not a global one. Your best score, best wave and today's best are saved in your own browser.
The arcade isn't: it's a twin-stick shooter seen from above. The same site also has the flight simulator it grew out of, at /sim, with rotor physics, both cockpits, HOTAS support and WebXR.
John Kappa, as a side project, starting in August 2026. It's vibe coded with AI coding tools, built on three.js, TypeScript and Vite, with 3D models by Sketchfab artists credited in the footer.
Pad clear · rotors turning
Runs in a desktop browser with WebGL 2 · keyboard & mouse or a gamepad · not on phones yet · the first load fetches about 15 MB of models, so give it a moment