Free For All
Everyone for themselves. Pick something up, throw it hard, grab the next thing.
In playtesting Online multiplayer · PC
GRAB IT. THROW IT. JUNK 'EM!
A party shooter set in a giant house, where the weapons are whatever is lying around: dice, burgers, guitars, trophies, VHS tapes. Every prop hits differently and has its own trick on the E key.
Everyone for themselves. Pick something up, throw it hard, grab the next thing.
Two teams, one house, a lot of flying furniture.
Steal the other team's flag and carry it home while they throw the kitchen sink at you.
Everyone climbs the same ladder of props, one step per kill. Whoever scores a kill with the last one wins.
Before each match the lobby votes between three random modes and the next map.
Where it started. Cabinets to climb, a breakfast table to fight over.
A night map under the roof beams, full of old trunks and wardrobes.
Paddling pool, picnic, doghouse and a lookout up the tree.
Equip the prop you start with, level up, open crates and dress up your character.
Add friends by JunkerID, form a party, ready up and launch into a match together.
The game's two currencies, sold on the Junked! store.
I build every piece myself. The Unity client talks to a dedicated server running on my VPS through Netcode for GameObjects. Accounts, friends, parties, progression and the shop live in an ASP.NET Core API on MySQL. The game doesn't ask for your password: it opens junked.gravi.dev, a React site that handles sign-up, email verification and password recovery, and signs the game in once you log in there. Payments go through Stripe Checkout.