
Delta is a slick, zooming first-person shooter built around smooth, physics-based movement, with the field of view cranked up several notches to add as much feeling of pure speed as possible, reminiscent of titles like Mirror’s Edge and Neon White.
Levels and movement pair together to create an experience begging to be torn apart by speedrunners. The low-poly design allows Delta to focus on the lightning-quick gameplay, where speed and precision are key to success.
Much like in F-Zero X for the N64 — a game that ran at a flawless 60 frames per second back in 1998 — the loading times and processing strain have been minimized for a gameplay experience that never takes a break. Immediate resets and frame-based timing make Delta an adrenaline-pumping adventure through every minute of playtime.
Delta just announced its free demo, with developer 0xc3pti0n maintaining a planned release date later in 2026. It will be available to play on PC (Steam).
Here’s a description of Delta’s features from the developer, plus a trailer:
This is movement as a discipline – strafe-jumping, ramp sliding, air control, plasma boosting, rocket jumping and much more across variety of hand-crafted maps. It’s not about style points. It’s about speed, flow, and intent. Every surface is an opportunity. Every mistake is yours. Compete for the leaderboard worldwide or versus your friends.
Features:
Physics-Based Movement: Built around authentic FPS movement systems, with full support for classic CPM-style physics.
Speedrun-Focused Design: Instant resets, no loading times, and accurate frame-based timing. Every map is a test of control and execution.
Style & Mastery: Go beyond time attacks – use the environment to express fluidity, creativity, and technical mastery.
Multiplayer: Join friends and other players to explore maps together, share tricks, race ghosts, or just vibe. You might learn a new line – or invent one no one’s seen before.
Ghost & Replay System: Race against your best runs or download world-record demos to analyze movement down to the frame.
A presence – glitched, unreachable, but not gone. As you perfect your lines and push deeper into the system, you begin to follow a signal. A trace. A ghost. Is it real, or are you just chasing echoes?