WE MAKE BIG, AMBITIOUS GAMES
We started DPS to build the kind of games we've always loved to play: dynamic, persistent worlds where player decisions have real consequences, where systems collide in unpredictable ways, and where the story comes from what players do, not what we script. Our team has spent decades shaping the evolution of online shooters and persistent world design. We've worked on some of the most complex and expansive multiplayer games ever built, and we’ve seen firsthand what makes them succeed–and what holds them back. DPS exists to go further. To create multiplayer experiences that are more evocative and less disposable.
With Reaper Actual, we're channeling that experience into something new: an Open World Persistent Shooter where consequences matter, systems are deeply connected, and the world never resets. Every encounter is tactical. Every loss and win has meaning and what you take in is just as important as what you bring out.
We're also building for scale. DPS is pioneering and utilizing the latest advances in game networking, procedural content pipelines, and backend systems to support massive-scale high-fidelity gameplay. This isn’t a nostalgia project. We’re not chasing trends. We're building a platform to drive the future of persistent, player-driven multiplayer experiences. That's the point of DPS. That’s what we're here to do.
































































































