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Chalk Warfare BetaNewsWelcome to The Chalk Warfare Closed Beta!
Game update

Welcome to The Chalk Warfare Closed Beta!

Chalk Warfare Beta · published 3 Sep 2026, 20:26 UTC

All newsPlayers around this dateRead on Steam

Playtest Update #1 - Wave 1 is Live

Many years of drawing weapons on YouTube, and many more of development; as of this week you can draw them in a real game! The first community wave of the Chalk Warfare closed beta is in and playing.

What's live

  • The demo tutorial (Training Range) — about 15 minutes of single-player: draw a weapon in chalk, watch the recognizer bring it to life, and turn it on the targets. This is the BASIC version of what we showed at Unreal Fest — the bones of the game, with a lot more body coming.
  • The beta leaderboard — scores and submitted drawings, synced automatically to Discord ranks
  • Weapon of the Week — each week we pick the best drawing from the community and put it on a pedestal in the Discord.
  • The beta portal — beta.chalkwarfare.com links your Steam + Discord and hands you your key when your wave is called. Keys unclaimed after 14 days go to the next person in line.

What testers are shaping


The whole game runs on what players draw. Every session teaches the recognizer to read more hands, and testers can submit their own weapon designs, the best ones ship in the game. These early waves are a short tutorial on purpose; the big rollout is multiplayer, arriving in the not too distant future...

We are eager to hear your feedback in the Discord Beta Channels and will be continuing the rollout as fast as we can manage. We are hoping to find any major issues outside our tiny dev sandbox in these first few waves.

Coming next

  • Multiplayer modes
  • Newly trained recognition models, plus new gadgets and weapons
  • A proper custom weapon designer with higher-end tools

- The SoKrispyMedia team (and Stuart, who insists he did most of the work)

More from Chalk Warfare Beta

Other announcements

All news
Game update5 Sep 20269/4/2026 - Scalability HotfixHey guys, thanks for all the feedback from wave 1! We definitely missed the mark by not having scalability settings ready before launch, that is very much on us and we fell into such a classic newbie game dev mistake. I'm sure there will be some more while we are learning, but thanks for holding tight for the last 30 hrs while we got a fix ready. We are still targeting additional optimizations…