OFF — cones hidden unless you RECON-mark a sentry. RECON — marked & nearby cones. SIGHT — only what a commando can see. ALL — every cone lit.
Tower manning applies to the next sector; intel, beams and concealment update live.
Veteran — the intended fight. Balanced sight, suspicion and firepower; full patrols, and a garrison that adapts to how you play.
Time only moves when you act. Plan in the frozen moment, then commit. Click a sentry to attack; with the loud sidearm armed, click a fuel drum to detonate it.
COUP DE GRÂCE
A single-file tactical stealth game fusing the squad infiltration of Commandos: Men of Courage with the act-then-time-moves combat of John Wick Hex.
ENGINE
Three.js for 3D · Web Audio API for fully procedural sound
EVERYTHING IS GENERATED
No external assets — every model, sound effect, and particle is built in the browser.
A WORK OF HISTORICAL FICTION
COUP DE GRÂCE draws on the real history of the French Resistance, the SOE and Allied special forces in occupied Europe — and on real kinds of operation: rail and fuel sabotage, raids on radar posts and coastal batteries, prison breaks, escape lines, and strikes on research and rocket sites. It borrows that texture, then dramatises and invents freely. Vaucourt, Sainte-Odile, the garrison and every named character are fictional. No real person, unit, place, operation or incident is depicted, and nothing here is an account of what actually happened. The real events were vastly more complex — and immeasurably more costly — than any game can or should pretend to show. Please don't take it at face value; read the histories of the people who actually lived it.
The cold spring of 1944, somewhere in the occupied hill country of eastern France. Across the country the Resistance is gathering in the forests and high villages, and the occupier answers every cut wire and burned fuel dump with reprisals against the people who shelter it. With the Allied landings still months off, London needs the enemy's rear kept in chaos — and it has just learned that the garrison town of Vaucourt is sitting on a reprisal order meant for the people of nearby Sainte-Odile. Two commandos go in over three nights to break that order before it can be carried out. Time only moves when you do — plan in the held breath between heartbeats, then commit. Cross open ground and the sentries take their turn too.
VIPER works in close with a Fairbairn–Sykes fighting knife. GHOST carries a suppressed De Lisle carbine for silent work at range. Stay out of the lantern-light of their vision cones; a sentry who spots you fills a suspicion meter — let it max and the whole garrison stands to arms.
The men at those posts are not the monsters of the recruiting posters — they are tired reservists and frightened boys, far from homes most of them will never see again, held in place by fear of their own command. It will not stop them from killing you. It should not stop you. But read the PERSONNEL file before you go, and know whose winter you are ending.
Lift the enemy's operational orders from the command post and carry them to the recognition panels at the LZ. Smoke, a concussion grenade, ghillie concealment and a knife are in your kit. Drag to pan, WASD or screen edges to scroll, right-drag to rotate. Don't lose your people.