Tool map
Everything this product is, in one page: the 24 pages and what is on each of them, the systems in the build you can play right now, the three ways to play it, and the files written for machines rather than people.
Release b1bdd147090b5c25 is the build being served, and it is 87 MB to download. Everything on this page is read from that build's own manifest and from the same lists the pages themselves render, so nothing here can describe a version you are not being given.
The site, page by page
Grouped the way the footer groups them. Every page appears in exactly one group, which is what makes none of them unreachable.
Entry point
The game fantasy in one sentence, the five-step core loop (position, charge, strike, react, build), and one card for each mechanic the shipped build actually has.
- ·The one-sentence game fantasy
- ·The five-step core loop, cause and consequence
- ·One card per mechanic, all shipped rather than planned
- ·What the game page checks before it downloads anything
Game
The game itself. Before anything is fetched, the page probes WebGL 2, WebAssembly, device memory, storage quota and input, and reports each one. Only WebGL 2 and WebAssembly can stop a launch. It also shows the controls for all three input schemes and a thirty-second explainer BEFORE the build downloads. Loading is reported as four separate stages (download, compile, initialise, cache), and a failure offers an opt-in diagnostic report that is never transmitted anywhere.
- ·Five pre-flight capability checks, run before a byte is fetched
- ·Controls for keyboard and mouse, controller and touch
- ·How to play in thirty seconds
- ·Four named load stages, only one of which claims a percentage
- ·An opt-in diagnostic report when a launch fails
- ·A cache panel that reports what is stored and clears it
The Unity-owned character catalog: every athlete the installed release reports as playable, the gamewide goalkeeper who is published but never an outfield pick, and five career bosses unlocked by defeating them. Each profile includes its role, traits, balanced stats where validated, counterplay, backstory and literal build status.
- ·Availability tabs for all, playable, non-selectable and boss profiles
- ·Archetype filtering that works without client-side JavaScript
- ·Five-stat profiles only where Unity publishes validated numbers
- ·Original traits, playstyle, counterplay and expandable backstory
- ·Explicit availability and career-unlock status
The complete release-aware game guide, with dedicated deep dives for Career, competitions, progression, My Striker, gear, modes, training, arenas, controls, mechanics, Power Strikes, the Move Lab, custom clubs, highlights and results.
- ·Release-aware availability badges for every guide
- ·Dedicated landing cards for fifteen game systems
- ·Linked roster and current-release launch actions
- ·Governed exact-build media slots for final Unity captures
Hands-on, step-by-step tutorials for actually playing Novus Striker: your first match, movement and the four charge outcomes, nine-zone shooting, one-timers and aerial finishes, tackling, skill moves, Power Strikes, items and every mode. Every control quoted is resolved from the release contract, never typed by hand.
- ·Ten step-by-step tutorial chapters, from first match to every mode
- ·Release-aware availability badges shared with the game guide
- ·Contract-derived keyboard, controller and touch bindings for every action taught
- ·Linked stills from the in-engine screens gallery for each chapter
In-engine captures of all thirty-three menu, hub and in-match screens in the current beta build, grouped by Career, match flow, progression and customization. Titles are checked against the Unity source, each capture carries a one-line description of what the screen does, and the files are stamped with the build they were taken from.
- ·Thirty-three in-engine captures from the current beta build
- ·Grouped sections for Career, match flow, progression and customization
- ·On-screen titles checked against the Unity source, one line of prose each
- ·Release-stamped capture files, so the gallery states the build it shows
The mechanics the shipped build actually has (dash, pass, charged shots, Power Strike, the skill-stick gesture vocabulary, challenge and tackle, and local co-op) plus which of the three input schemes each one is available on.
- ·Every mechanic in the build, one row each
- ·The input each mechanic is available on
- ·The skill-stick gesture vocabulary
- ·Local co-op and what a second pad does
The support page: how to play in thirty seconds, the controls for all three input schemes, what each of the five pre-flight checks means and what to do about a bad one, what a stall in each of the four load stages implies, what the opt-in diagnostic report contains, browser support stated as the two capabilities that decide it, what is stored on the device and what clearing it costs, and performance advice in order of how much difference it makes.
- ·How to play in thirty seconds
- ·Controls for keyboard, controller and touch
- ·The five pre-flight checks, with a remedy for each
- ·The four load stages and what a stall in each one means
- ·Every field of the diagnostic report, and why it is there
- ·What is stored on this device and what clearing it costs
- ·Performance advice, most effective first
- ·The reproduced defects, with a workaround for each
A taxonomy of the whole product in one page: every page on this site with the surfaces on it, every gameplay system in the build being served, the three input schemes, the machine-readable files, and a plainly stated list of what this site does not have.
- ·Every page, grouped, with what is on it
- ·Every gameplay system in the shipped build
- ·The three input schemes side by side
- ·The machine-readable files and what each is for
- ·What this site deliberately does not have
Patch notes for every shipped WebGL build, newest first, each with its content-addressed release id and the number of bytes a first-time player downloads, plus the roadmap of what is queued next, in order and without dates. Also syndicated as RSS.
- ·One entry per shipped build, newest first
- ·The content-addressed release id and download size of each
- ·The roadmap, in phase order and without dates
- ·An RSS feed of the same history
Long-form development notes: one post per shipped release or reproduced defect, explaining the cause, the fix and what the fix cost. Each post cites the release id or the status incident it is drawn from, and the posts are carried in the same RSS feed as the patch notes.
- ·One post per real event, newest first, with a reading estimate
- ·The release each post is about, linked to its own patch notes
- ·A sources list on every post, naming where each claim can be checked
- ·The same RSS feed the shipped releases are syndicated in
A HAND-MAINTAINED record of component status, the known issues in the build being served right now (each with symptom, cause and workaround), and past incidents. No monitoring system feeds it and it does not update on its own; it carries the date a person last reviewed it, and should not be read as live.
- ·A component board, reviewed by a person
- ·Known issues in the build being served, with workarounds
- ·Past incidents and the release each was fixed in
- ·The date someone last checked all of it
Studio
Who Novus Stream Solutions is, where it is based, and how Novus Striker is funded.
- ·Who makes the game and where
- ·How it is funded, and what that buys the player
- ·What the studio has shipped so far
Fact sheet, the share cards and icon as artwork, current release id and download size, and what may be reproduced.
- ·A fact sheet: title, developer, platform, price, size
- ·The share cards and the icon, as downloadable artwork
- ·The current release id
- ·What may be reproduced, and the contact for anything else
Email contact for bugs and ideas, plus where Novus Stream Solutions is based.
- ·The address to send a bug or an idea to
- ·What to include so a report is actionable
- ·An opt-in tick box that fills in your build and browser details for you
- ·Where the studio is, on a map that loads only when asked
Every account Novus Stream Solutions runs, with the handle for each. The same list this site's Organization markup asserts as sameAs, stated in HTML so a reader and a link graph can follow it as well as a crawler, and so an impersonation is easy to rule out.
- ·Every profile the studio runs, one row each, with its handle
- ·Each link marked rel=me, the convention for another profile of the same entity
- ·What the studio will never ask for on any of them
- ·Why the list is published rather than left in markup
Trust
The Model Context Protocol endpoint for AI clients: its address, the protocol revision it speaks, how to add it to a client, and every tool it exposes.
- ·The endpoint URL and the protocol revision it speaks
- ·A client configuration block to copy
- ·Every tool, read from the server rather than typed out
- ·The limits, including why nothing here can be driven remotely
What robots.txt says, written for a person: every AI agent this site names, whether each one is a bulk crawler or an assistant fetching for someone who is waiting, that nothing at all is disallowed, what a crawl of this site does and does not collect, and what is asked in return for quoting it.
- ·Every named AI agent, split into bulk crawlers and assistants fetching for a person
- ·The machine-readable files this origin serves, and which of them a browser can open
- ·What a crawl collects, and why the analytics and ad tags never run for one
- ·What is asked in return for quoting the site, stated as a request rather than a rule
The locale contract written for a person: the languages the Novus estate reserves, the address each one would be served at, whether its interface strings have been written, and which of them this host actually renders today. English is the only one served, and the page links no address that does not resolve.
- ·Every language in the shared contract, with its BCP-47 tag and reserved address
- ·Measured coverage of each language's interface strings, taken from the catalogues
- ·Which languages this host serves today, stated separately from what is reserved
- ·Why a language belongs in the URL rather than in a cookie
Input parity across keyboard, controller and touch, the light and dark themes, the touch-control settings, and a plainly stated list of the gaps that have not been closed yet.
- ·Input parity across all three schemes
- ·The light and dark themes and how the choice is stored
- ·Touch-control scale and opacity
- ·The gaps that are still open, named
What is not stored (accounts, passwords, payment data), how the WebGL build is content-addressed and verified against a SHA-256 manifest, and how to report an issue.
- ·The four things this product never collects
- ·How a release is content-addressed and verified before deploy
- ·What the game can and cannot do on your device
- ·How to report a problem, and what happens then
Legal
What is collected, what is not, and how consent gates both analytics and advertising.
- ·What is collected and what is not
- ·How consent gates analytics and advertising
- ·The third parties involved, named
- ·Your choices, and how to change them
Terms for using the site and the game: what accepting them means, what counts as acceptable use, who owns the game and its artwork, and the disclaimer that a free browser game is provided as-is.
- ·Acceptance
- ·Acceptable use
- ·Intellectual property
- ·The disclaimer
Cookies and browser storage in detail, and how to clear the cached build.
- ·Every cookie and storage key, named
- ·What is set before you accept, and what is not
- ·How to clear the cached game build
- ·How to change your consent choice
The game, system by system
The loop first, then the systems underneath it. Everything named here is in release b1bdd147090b5c25, and nothing on this page is planned work. What is planned is on the roadmap, and what is broken is on status.
- 01
Position
- 02
Charge
- 03
Strike
- 04
React
- 05
Build
Nine-zone assisted shooting
Assisted aim selects a 3 by 3 goal target from low-left through high-right.
Four charge outcomes
Passes and shots resolve as quick, charged, perfect or overcharged.
Gesture skill moves
Burst, directional cuts, half-turns, full spins and shielding share one recognizer.
One-timers and aerial finishes
Low one-timers, volleys, headers, bicycles and scissors are outcome-driven moves.
Charged tackles
Tap shoves; hold commits to a charged tackle.
Power Strike keeper contest
Power and accuracy locks launch a live ball into an authoritative keeper contest.
Each of these is broken down further on features, which also says which input each one is available on.
Three ways to play
All three play the whole game. None of them is a cut-down version of another, and the skill stick runs the identical gesture recogniser on each.
Keyboard & mouse
WASD: move · L-CLICK: pass · LEFT CONTROL: lob / chip modifier · LEFT ALT: free pass modifier · R-MOUSE DRAG / SPACE WHILE CARRYING: skill move / shield · R-CLICK: shoot · SPACE: shove / tackle / air · LEFT SHIFT: sprint · TAB: switch · Q: power · E: item · M-CLICK: keeper dive · ESCAPE: pause
Right-mouse drag and Space while carrying both feed the skill-move system.
Controller
L-STICK: move · A: pass · LT: lob / chip modifier · RT: free pass modifier · R-STICK: skill move / shield · B: shoot · X: shove / tackle / air · LB: sprint · RB: switch · Y: power · D-PAD UP: item · R-STICK: keeper dive · MENU: pause
Face-button labels adapt in-game for Xbox, PlayStation and Nintendo pads.
Touch
LEFT JOYSTICK: move · PASS: pass · LOB: lob / chip modifier · FREE: free pass modifier · SHOOT: shoot · SKILL PAD: skill move / shield · TACKLE: shove / tackle / air · DASH: sprint · SWITCH: switch · POWER: power · II: pause
Responsive safe-area layout with ground, lob and free-space passing; item use and keeper dive remain keyboard/controller actions.
The game page shows this legend before it downloads anything, alongside 6 other surfaces: the pre-flight checks, the thirty-second explainer, the load stages, the diagnostic report and the cache panel.
Written for machines
7 surfaces, none of which needs a person to read it. Each one is generated from the same registries the pages render from, so none of them can fall behind the site.
- /llms.txt
This site's taxonomy as plain text, in the llmstxt.org shape, for language models. Generated from the same route registry as the tool map and the sitemap.
- /llms-full.txt
The companion to the index above: the guides, tutorials, help and release history as one flat document, so a model does not have to fetch and strip every page to answer a question about the game.
- /mcp
A Model Context Protocol endpoint, JSON-RPC over a single POST. A browser GET answers 405 by protocol, so /mcp-server is the page that describes it.
- /api/v1
A read-only public JSON API: the site index, the capability checks the game runs, and the sibling Novus apps. No key, no account, and nothing to write to.
- /rss.xml
RSS 2.0. One item per shipped WebGL build, newest first. The only feed on this site.
- /sitemap.xml
Every page, as absolute URLs with a change frequency and a priority. Also generated from the route registry.
- /robots.txt
Everything is crawlable, the AI agents above are named explicitly, and it points at the sitemap. /ai-policy is this same file written for a person.
What is not here
A map that only lists what exists sends people looking for things that do not. These are the ones worth saying out loud.
- No downloadable gameplay-video export. The home page, launch screen, arena selector and roster browser use governed in-engine captures from the release instead of mock-ups.
- No docs section, no wiki and no forum. The long-form writing is /blog, which is development notes about shipped builds and reproduced defects, and there is nothing else to read.
- No accounts, no sign-in and no password. Nothing to create, nothing to lose.
- No store, no purchases and no in-game currency you can buy. The game is free and ad-supported.
- No online play, no matchmaking and no leaderboards. Local co-op with a second pad is the whole of multiplayer.
- No cloud saves. Settings and progress live in this browser, on this device, and clearing site data clears them.