SAFETY
No person is ever downrange while a Shov turret is live. The arena is a sealed, unoccupied indoor USA shooting range; players fire .68 cal rounds from compressed air at instrumented props, and every round is on camera.
Nobody is in the room
The arena is unoccupied whenever turrets are armed. There is no marshal on the floor, no camera operator downrange, and no audience in the space. Everything a human needs to do — staging targets, servicing a turret, changing a set — happens with the turrets powered down and disarmed.
Each turret is boxed in by physics, not trust
Every turret has a calibrated movement envelope derived from its own target field, enforced at the motor controller. A turret cannot be commanded outside that envelope, so no combination of player input can walk a barrel onto a door, a window, a camera position, or another turret. Between matches the fleet snaps back to a known level home position.
Firing is gated in two places
A fire command has to pass a check in the cloud — is there a live match, does this player hold this turret, is the turret armed — and again at the arena boundary before it reaches the hardware. Either layer can refuse. Losing the connection stops the gun; it does not leave it firing.
The ammunition
Shov fires .68 caliber rounds propelled by compressed air, the same calibre used across the paintball and less-lethal training world. There is no powder charge and no metallic projectile. The rounds are designed to mark and to trip a target's impact sensor.
Everything is recorded
The arena camera, the bench hero camera, and every turret's own side and scope cameras record continuously, and each round is archived as a replay. There is no unobserved firing on Shov — if a shot happened, there is footage of it from several angles.
Who can play
Shov is for adults, and accounts are age verified. Full eligibility rules are in the terms of service.