1967: SIX DAYS
A downloadable game for Windows
1967: Six Days
Public alpha 0.1.0-alpha.14 — free, offline, Windows. 481 MB exported build.
1967: Six Days is an independent first-person shooter about one morning of the Six-Day War. You pick a side, pick a rifle, and fight an eight-a-side battle against AI soldiers on a reconstruction of Ammunition Hill in Jerusalem.
There is no server, no account and no internet requirement. You launch it and you are in a battle. It is being built by one developer with attention to the weapons, uniforms and ground of June 1967, and it is still an alpha.
New in 0.1.0-alpha.14
- The QA net is wider. Regression, validation or diagnostic coverage changed alongside the gameplay work.
Changes since 0.1.0-alpha.13 - technical change list
- Integration: REQ-QA-TO-INT-012 measured end to end - a real gate workload (run_tests.ps1 -Suite provenance) launched through run_leased.ps1 inside the live unit lease carried the resolved interpreter and the launcher's read-back of the child's own tools: banner printed verification=MATCH with the same absolute path (1 suite / 1 test / 5 assertions RESULT: PASS, workload_exit=0, lease DISCOVERED without COORDINATION_UNIT_LEASE and RETAINED, launcher exit 0), run twice with a byte-identical child log; docs only, no packed path
Revision 5e4da9021a8f — 4 changed files represented by this release comparison.
What you get right now
This is an alpha, so here is the current core of the download:
- One battlefield — Ammunition Hill, 6 June 1967
- Two sides — Israel Defence Forces or the Jordanian Arab Army
- Four period weapons — FN FAL, Uzi, M1 Garand and Bren
- Eight-a-side Team Deathmatch — 40 tickets a side
- AI soldiers on both teams — fighting entirely offline
- AI difficulty settings — Fair, Easy, Hard and Veteran
- Five graphics presets — Very Low through Ultra
- Rebindable controls and saved settings
Choose your side
Both sides fought this action; neither is presented as the villain of it.
Israel Defence Forces — FN FAL, Uzi
Jordanian Arab Army — M1 Garand, Bren
Press TAB on the deploy screen to switch sides before you spawn.
The weapons
Four weapons, each intended to have its own role, sights, handling and reload behavior.
| FN FAL | Israel | Semi-automatic, 20-round magazine. A deliberate full-power battle rifle suited to longer sightlines. |
| Uzi | Israel | Semi and full-auto, 25 rounds. Compact and suited to trenches and short-range fighting. |
| M1 Garand | Jordan | Semi-automatic, eight-round en-bloc clip. Powerful, precise and limited by its smaller ammunition load. |
| Bren | Jordan | Semi and full-auto, 28 rounds at roughly 500 rpm. Heavy and controllable, intended for holding ground. |
The project continues to improve iron sights, reload presentation, recoil, hand placement and weapon-specific handling as development progresses.
Battles that keep moving
The AI is a central part of the game. There is no multiplayer requirement: the battle is designed to remain active when you play entirely alone.
Bots can:
- acquire enemies through gameplay perception rather than simply knowing every position
- remember and lose targets as the fight changes
- use cover and reposition
- navigate trenches, ramps, bunkers and open routes
- select targets, fire, reload and re-engage
- respawn and return to the battle
The goal is not to fake multiplayer. The goal is to produce a believable eight-a-side offline battle that keeps developing around the player.
Ammunition Hill
On 6 June 1967 an Israeli paratroop battalion attacked a fortified Jordanian position in north Jerusalem. Much of the fighting took place at close range through trenches and fortified positions.
The game map reconstructs that ground as a playable battlefield: trench networks, firing positions, bunkers, open approaches and surrounding terrain. Visual detail, battlefield dressing, materials, vegetation, lighting and distant presentation continue to improve during the alpha.
The historical approach
The project treats period weapons, uniforms, equipment, flags and locations as research subjects rather than generic decoration. Real sources are used where practical.
This is still a game, not a meter-perfect reconstruction. Distances, timings, AI behavior and objectives can be adapted where gameplay requires it. Uncertain historical details should be treated as uncertain rather than presented as fact.
Graphics and performance
Five presets — Very Low, Low, Medium, High and Ultra — scale the visual presentation for different hardware.
Lower-end and integrated graphics hardware remain an explicit design target. Higher presets are intended to increase battlefield detail and presentation where hardware allows it.
Performance targets are not the same as measured minimum requirements. Hardware-specific performance claims will only be published when they have actually been tested.
Controls
| W A S D Move | Mouse Look | Shift Sprint | Ctrl Crouch |
| Space Jump | Left Mouse Fire | Right Mouse Aim | R Reload |
| X Fire mode | Tab Scoreboard | Esc Menu |
Controls can be rebound in the settings menu.
System requirements
Windows 64-bit. Current export: 481 MB exported build.
No formal minimum specification is claimed until representative hardware has been measured. Very Low is intended for lower-end systems; Ultra is intended for significantly stronger hardware.
Development status
In active development. Public alpha 0.1.0-alpha.14.
Expect rough edges, visual work in progress, balance changes and continued iteration on bot AI, weapon presentation, animation, performance and level detail.
Every public build goes through automated regression and release validation before publication, but an alpha should still be expected to contain bugs.
Feedback and bug reports
Use the comments on this page. The most useful reports include:
- game version shown in the build
- Windows version, CPU, GPU and RAM
- graphics preset
- what happened and what you were doing immediately before it happened
A reproducible report with hardware information is substantially more useful than a report that only says the game crashed.
Credits
Developer — ghaster
Engine — Godot 4.7
Third-party components and their licences ship with the build in THIRD_PARTY_NOTICES.txt.
Links
Follow this itch.io page for future public alpha builds and development updates.
| Updated | 54 minutes ago |
| Published | 7 days ago |
| Status | In development |
| Platforms | Windows |
| Author | ghaster |
| Genre | Shooter |
| Made with | Godot |
| Tags | 3D, Atmospheric, First-Person, FPS, Godot, Historical, Low-poly, Singleplayer, War |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Accessibility | Configurable controls |
| AI Disclosure | AI Assisted, Code, Graphics, Sounds, Text |
Download
Install instructions
Windows 64-bit. No installer — unzip the folder anywhere and run 1967SixDays.exe.


Leave a comment
Log in with itch.io to leave a comment.