PAWSTRIKE (@PawStrikeGame) header
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The 5v5 cats vs dogs hero shooter. Free to play. 0x20b70d5ed3515f219bb7a6a2d8c7a27b05f5d3f4

Joined July 2026
Photo by PAWSTRIKE (@PawStrikeGame)Photo by PAWSTRIKE (@PawStrikeGame)Photo by PAWSTRIKE (@PawStrikeGame)Photo by PAWSTRIKE (@PawStrikeGame)Photo by PAWSTRIKE (@PawStrikeGame)Photo by PAWSTRIKE (@PawStrikeGame)Photo by PAWSTRIKE (@PawStrikeGame)Photo by PAWSTRIKE (@PawStrikeGame)Photo by PAWSTRIKE (@PawStrikeGame)Photo by PAWSTRIKE (@PawStrikeGame)
sorry for the late update. dropping some PAWSTRIKE mobile progress today. still a lot to polish, but we’re getting closer.
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mobile development update for pawstrike. we’re planning to have two separate builds when mobile is ready. one will be a clean build with no crypto integration, made specifically for the App Store and Play Store. the other will keep the full crypto features for players who want the complete pawstrike experience.
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our next step for Pawstrike is mobile. this one is going to be challenging and will need a lot of testing, optimization, and probably a few painful bugs along the way. but we’re really heading there.
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friends system is live on pawstrike. there’s a new FRIENDS tab in the main menu now. you can see who’s online, who’s in queue, in a lobby, or already in a match. you can send friend requests, invite people straight from the lobby, or just hit JOIN from the friends page if they’re already sitting in one. you can also add people from global chat now. click their name and it opens the add flow already filled in. presence updates while you play too, so you don’t need to keep refreshing just to see where your friends are. web build got a pretty big update at the same time. it now runs WebGPU first, with WebGL2 as fallback if the browser doesn’t support it. the old fixed letterbox is gone too, so the game fills the full window on desktop and mobile. we also fixed a WebGPU issue in the post-processing blur that could white-screen fresh visitors on first load. that path is GPU-only now, which also gets rid of a full-frame stall.
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friends system is completed and tested. you’ll be able to invite friends and join their lobbies directly. we’ll deploy the new client soon. the web build is also moving to WebGPU, with WebGL as a fallback. this should give the browser build a noticeable FPS improvement.
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friends tab is taking shape. you’ll be able to see who’s around, jump straight into a friend’s lobby, or invite them into yours. pretty simple, but makes playing together way easier.
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we’re working on the friends system for pawstrike right now. still in the drafting + debugging stage, but the plan is to have it work across both Paw Hub and in-game. add friends from the hub, see who’s online, and find each other in-game without making it complicated. more soon.
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pawstrike has been live for just over a month now. 757 active accounts. 447 unique players active in the last 30 days. 112 players on our biggest day so far. but honestly, seeing people actually come back and play every day means a lot more than the numbers. we’ve shipped a lot in the first month, and there’s still plenty more coming.
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VoIP and chat are now live on the production build. available on web, macOS, and Windows. we’ve been testing both for a while, and they’re finally ready for everyone to use. if you run into any issues, send them through our bug report page.
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VoIP and chat are tested and everything’s working nicely so far. if you’re playing on browser, just make sure pawstrike.fun and your browser both have permission to access your microphone. otherwise VoIP won’t work. we’ll ship and announce everything once it’s a bit cleaner and ready to go.
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global chat is done on the debug server. we’re still testing and cleaning things up before pushing it to production, so you won’t see it in the live game just yet. one more piece of in-game communication getting closer.
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new week, new things to ship. as planned, our next pawstrike release will focus on VoIP and in-game chat. we’ve been meaning to get these in for a while, and they’re next on the list.
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we’re going through and auditing all the logs for kill 2 earn before we roll it out. since this involves real money, we’d rather take the extra time to make sure everything is working exactly as it should. we just don’t want anything going wrong later.
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this is the planned wallet flow for battle royale kill 2 earn. it’s not live yet. pawstrike will generate a deposit wallet for your account. deposit USDG into that wallet, and the balance will be available to use for kill 2 earn matches. we’re designing it so you won’t need to sign a transaction every time you enter a match or earn from a kill. final flow, entry fees, payouts, and withdrawals are still being worked on.
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a few people have reported this in the bug report, so quick heads up if some game assets aren’t loading for you. please make sure your graphics setting is set to PC, not mobile. the mobile graphics option is intended for the upcoming mobile version and may not load everything correctly on PC right now. sorry for the inconvenience, we’ll make this clearer in the settings.
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found a bug in pawstrike? you can report it here: pawstrike.fun/bug-reports screenshots, videos, and details about what happened help a lot and make it easier for us to track down and fix. thank you to everyone taking the time to report bugs and help us keep improving the game.
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we’re almost done testing battle royale. planning to release it today so you can jump in, test it, and give us feedback before we roll out the kill2earn mode. for the best experience, we do recommend using the windows or mac version instead of the web version. few final checks left.
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