AALAMORELOADED
1836. REARMED.
SAN ANTONIO DE BÉXAR · MARCH 6, 1836

Alamo:
Reloaded.

Give history a hell of a plot twist.

GAME MODE

01 Pick your side
02 Pick your firepower

Pack your ammo: Barrett 30 · M4/M4A1 210 · M249 600 rounds. When the spares run dry, find a cyan ammo crate and press G.

03 Choose your way in

Your gun is from the future. The siege starts at dawn.
Other soldiers carry period arms. Rules & sources in Controls.

FIELD MANUAL

Stay sharp. Stay standing.

Find your feet

Watch the compass: your sector and the direction you face are separate readings. Playing Mexican? Walk up to an outer wall and press F to deploy your ladder and climb. L places it without climbing, or recovers it from the base. Gold marks your ladder on the map; F also climbs army ladders. Texans turn toward threats and move to fill gaps in the line.

Every round counts. Your loaded rounds and spares are: Barrett 10 + 20 rounds, carbine 30 + 180, SAW 200 + 400. Half a magazine still counts. Reloads keep the rounds you have left. Find a cyan ammo crate, press G, and hold there for three seconds to refill your spares. Reloads take game-defined time; these carried loads are mission choices, not a universal military issue standard. Every 25 kills earns two whiskey bottles; carry up to six. Get behind cover and press H for up to 40 health. Flaca’s drink stations offer another bottle every 60 seconds. Liquid courage heals in this game only.

Your unfair advantage

The M4A1 has 30-round magazines and a 1–6× TANGO6T-style optic. B selects single or automatic fire. Select the M4 variant in the loadout for single or three-round burst fire. The M249 carries 200-round belts and a 3.4× M145-style optic. The Barrett M107 has 10-round magazines and a 4.5–14× Mark 4-style optic, starting at 14×. V adjusts variable magnification. Reticles, reload animations and damage are game approximations.

Crockett’s corner

Crockett and eleven other defenders occupy the palisade firing step. The Alamo Trust identifies the palisade as Crockett's believed fighting position; the exact twelve-man grouping, spacing and firing step are interpretations. The defenders have varied civilian clothing, beards and facial textures. They are not all represented as a uniformed Tennessee company: the Alamo Trust cautions against that popular account.

Take the victory toast now

The default Texan start is in the courtyard, facing the chapel. Click the battlefield, then use WASD to move and Shift to run. You have 15 seconds to observe and fire before a 55-second artillery barrage. Four 500-man echelons then advance with 60 ladders. Run through the courtyard, use stores and masonry as cover, and climb the access stairs. Texans hold their posts regardless of casualties, officer losses or attackers on the wall. They turn toward threats and fill nearby gaps. Fallen bodies stay until a new battle begins. The player retains free movement. The four familiar posts remain available on 1–4. Gold diamonds mark officers; stars mark generals. Cyan rings mark cannoneers. Mexican batteries occupy separated flanks of the infantry approach. Santa Anna and eleven headquarters staff sit on horses farther behind the northern echelons. Near misses and hits alert the whole headquarters. Mounted survivors immediately gallop toward separate escape lanes and continue retreating while under fire. Every three headquarters staff killed or permanently incapacitated halt the assault for three minutes; 75% senior headquarters losses end the Mexican attack. Light wounds cause scattering but do not count toward the halt. Infantry hold ground and can defend themselves; artillery continues only with a clear firing path. The on-screen halt countdown shows when the assault resumes. Surviving officers, personal bravery, cohesion, and reserves affect whether an assault holds or breaks. The sector display shows morale and the regroup countdown.

Arcade Rampage: Play either side against 2,000 Mexican troops in four overlapping echelons, with 100 ladders. At exactly three minutes of active play, surviving attackers accelerate, climb faster and keep moving during musket reloads. Another echelon releases every 40 seconds while reserves remain. Losing 50% of a company’s officers halves its marching speed, including during rampage. Only a company's own 80% killed-or-incapacitated threshold can stop it; officer losses, morale and headquarters casualties cannot halt Arcade assaults or cause neighboring companies to retreat. Texans always hold. The final assault ends once every Mexican company reaches its limit or the defenders and player are defeated.

Texans start with an M4. Mexican players choose an assault leader, grenadier or breach-specialist kit. K opens the paused arsenal. Earn $100 per enemy infantry kill or $350 per officer; Texans earn $1,200 per echelon repelled. The Elephant Gun Mk II has 12 rounds, faster projectiles and a larger blast; B switches between impact and range-fused airburst. The flamethrower projects a continuous close-range jet; G replenishes fuel at ammunition crates. A-10 support makes an explosive strafing pass, napalm leaves burning ground, and the fictional nuclear strike produces an exaggerated blast, shockwave and mushroom cloud. Support attacks and flame damage spare allies. Buy a use, select it in SUPPORT, aim and press J. All these effects are invented Arcade game rules, not real weapon-performance models. Historical preserves the original siege, 2,000 attackers and Mexican morale rules.

Operate a cannon: Walk within about 3 metres of a friendly gun on the same platform and press T. Move the mouse to aim, click to fire, and T to leave. Loading is automatic: 16 seconds with surviving crew, 28 when working alone; crew disruption still applies. This player-operated drill is simplified for play.

Move / run
WASD · hold Shift to run
Crouch / ladder
C to crouch · F deploys and climbs near an outer wall · L deploys / recovers your ladder
Look
Move mouse · arrow keys · drag on touch
Fire
Left mouse · Space · FIRE button
Zoom / scope
Hold right mouse · Alt · Aim button
M4 fire mode
B · Single / auto (M4A1) · single / burst (M4)
Reload / resupply
R to reload carried ammunition · G at a cyan ammo crate
Scope power
V cycles variable magnification
Restore health
H · Whiskey button · +40 HP after a two-second drink
Quick positions
1–4 posts · 5 courtyard / chapel view
Map zoom
M · Fort map / Battlefield button
Change weapon
Q / E · weapon buttons
Pause
Esc · P · Pause button

Mouse movement aims even without pointer capture. Click the battlefield or Capture mouse for continuous turning. Escape pauses. WASD moves freely; Shift runs; C crouches. Access stairs connect the courtyard and firing platforms. Use 1–4 to return directly to a post, or 5 to return to the clear courtyard view facing the chapel. The on-screen W/A/S/D buttons also move you while held. Use the Full screen button for a larger view. The minimap starts zoomed into the fort; M switches to the whole battlefield. Carried ammunition is finite; R reloads and G at a nearby cyan crate replenishes spares. Crates are beside the four firing posts and courtyard start. The M4A1 carries a variable 1–6× optic. B selects single or automatic fire; the M4 variant instead selects single or three-round burst. A burst completes after trigger release; reloading, switching modes or weapons, or pausing cancels pending shots. The Barrett .50 has a 10-round magazine and a variable 4.5–14× scope, starting at 14×. M4 and M249 hits can incapacitate a soldier without killing him. Open Company effectiveness to see unit strength and officer losses; scope a soldier to identify wounds or a replacement officer. The M249 SAW carries a fixed 3.4× M145-style optic: hold right mouse or Alt, or tap Aim. Whiskey restores up to 40 health, capped at 100, after a two-second drink. You start with one bottle and can carry six; every 25 kills earns two bottles, up to that limit. Walk up to the four courtyard stores to collect another bottle; gold squares on the map mark available supplies. Each store has one bottle per battle. Getting hit interrupts drinking, and firing, reloading, switching weapons or pausing cancels it. Whiskey healing is a fictional game mechanic. Red screen edges persist below 50 health, with a seek-cover warning at 50 or less. Hit notices identify the weapon and firing sector; the death report shows the final source and recent damage. Scope distant officers to identify them. Hold right mouse or Alt and move the mouse to aim; you can fire while scoped. The regional tally shows your kills and both armies’ dead/alive soldiers, including officers and crews. Counts follow each soldier’s assigned front, include living reserves and retreating troops, and reset when you deploy again. Click the tally heading to collapse it.

Battle realism & sources

Landscape, portrait references & reconstruction notes · Victory ending concept

Mexican companies withdraw after losing half the officers assigned to that attempt or 30% of their attempt strength. Surviving troops regroup for three minutes after reaching shelter or assembly. Existing trained soldiers can become marked replacement officers, using a finite succession pool. Losing half the new officer roster breaks the next attempt too. A company unable to replace at least half its original officer complement becomes permanently combat ineffective. In Historical mode, the Mexican army breaks off the battle at 50% killed or permanently incapacitated, 75% of their initial trained leadership pool lost, or all their companies exhausted. You see an 18-second withdrawal before the result. Texans never withdraw from losses; they hold until killed or incapacitated. These are alternate-history game rules. Nonfatal hits interrupt NPC actions for 2–12 seconds, then leave slower movement, slower reloads and poorer accuracy. At 35 health or less, a survivor remains alive but cannot fight again that battle. Wounded gun crews also work more slowly. The regional Alive count includes incapacitated troops; the top Fit counts exclude them. Arcade Assault Fit also excludes withdrawn companies, staff and crews. Victory requires all 16 assault companies to lose at least 80% of their strength; living staff, crews and retired companies do not block it. Mounted Arcade staff disperse inside the northern battlefield and remain within long-range reach. Arcade additions use fictional balance values: the M1014 has an eight-shell load and eight pellets per shot, with substantial distance falloff. The MP5 favors close range, the M14 precision, and the M60 sustained heavy fire. Head, torso and lower-body hits have different effects; this is a simplified wound model, not measured medical or ballistic data.

Expanded siege mode fields 2,000 Mexican soldiers against 189 defenders. It has four 500-man echelons, 60 ladders, 8 Mexican artillery pieces, 18 Texan cannon, and twelve mounted headquarters staff. The 2,000-man roster, 60 ladders, opening barrage, access stairs, and headquarters arrangement are alternate-history game settings. The Alamo Trust records 18 serviceable defender cannon. Eight Mexican pieces follow Gregg Dimmick’s reading of Filisola; the inventory is a reconstruction, and individual gun placements are interpreted. Mexican pieces have eight crew (five at the gun, three handling supplies); Texan guns have five. These crew allocations are gameplay assumptions, not a surviving Alamo muster. The cited historical account estimates about 1,800 men in the final assault. All soldiers remain individually targetable, including reserves and cannon crews.

NPC weaponReloadBehavior
Flintlock musket22–32 secSingle shot; accuracy declines sharply with distance.
Long rifle40–60 secSlower loading; better distant accuracy.
Cannon26–42 sec loading + 4–7 sec aiming with full crewReduced crews work more slowly; fewer than two silence the gun.

NPCs retain period single-shot firearms. Most assault infantry keep advancing; designated shooters stop to aim and reload. The final approach becomes a short run, with slower ladder carriers. Each column withdraws at 30% casualties in its current assault, 50% officer losses in that assault, or morale below 35% for twelve seconds. Survivors return to their assembly positions and regroup for three minutes. Reserves wait while their column withdraws or regroups. A renewed attack uses surviving soldiers and available reserves; dead soldiers do not respawn. Loss percentages restart for the renewed assault, while the regional dead/alive totals persist. Columns with fewer than twelve available assault troops withdraw permanently after all reserves are released. Texan defenders gain better accuracy from stationary, fully aimed shots, especially with long rifles. Movement, smoke and wounds still reduce accuracy; their 40–60-second rifle reloads remain. NPCs settle their aim before firing. Moving fire is much less accurate; reloading prevents another shot. These timing ranges, hit probabilities, morale thresholds, and the effect of losing commanders are simulation assumptions, informed by period weapon limitations. They are not measured Alamo statistics.

Before firing, both armies’ cannon check the shot path for living friendly troops and hold fire if someone crosses it. A high howitzer arc may clear troops below it. The cannon barrage has delayed impacts, powder smoke, dangerous close hits and debris. Gunners need a clear view before targeting you personally. Going below the wall prevents new personal targeting when the wall blocks that view. Guns lock an observed aiming point for 4–7 seconds, so hidden movement never updates it; shells already fired can still arrive. Most fire is aimed at visible defenders or known fort areas. Dispersion grows with range, and standing still does not give the gun a precision bonus. Crew casualties immediately interrupt loading and cancel aiming. Two of the three modeled crew load and aim at two-thirds speed with worse dispersion; one survivor cannot operate the gun. Scope a cannoneer to see crew count and loading, aiming, interrupted or silenced status. A hit can also disrupt the drill. Field-gun and howitzer effects remain simplified game ballistics: nearby impacts use damage falloff and cover checks, without a full solid-shot, fragment or wall-destruction model. These crew rules and dispersion values are gameplay calibration, not measured 1836 firing-trial data. Santa Anna and the column commanders are identifiable game representations. Their exact positions, portraits, and responses to being shot are fictional. The mounted staff roles are representative rather than an authenticated staff roster. Staff and horses move together during dispersal; the horse mesh does not yet have an articulated walking animation. The opening watch gives you the opportunity to change the historical outcome. The final attack began before dawn. A compressed ten-minute scene brightens from predawn into an eastern sunrise, using photographic cloud detail with changing sky, fog and sunlight. Visibility is lifted for play; weather and timing are illustrative.

Behind the guns & glory

M4A1 model and 2K PBR maps: nisu / 3dmodelscc0.com, CC0. Barrett and SAW view models are newly modeled visual approximations. Ground: Dirt by Charlotte Baglioni, Poly Haven, CC0, original 4K maps. Four bearded face identities are generated derivatives of the credited head texture; facial identities and outfits are artistic interpretations.

Chapel carved masonry: Alamo west-front photograph by David R. Tribble (Loadmaster), with perspective and lightness correction by Jim Evans, CC BY-SA 3.0. Original 3452 × 2331 image; selected masonry is mapped onto reconstructed columns and portal geometry. Modern doors, window bars, ropes and paving are excluded. The complete curved crest is included as an intentional later-period visual feature. This façade texture adaptation is offered under the same license. Relief dimensions are interpretive. View source image.

Animation skeleton and motion: Adobe Mixamo, via Three.js examples. The modern armored mesh is hidden. Purpose-built coatees, trousers, crossbelts, and civilian clothes replace it; fittings vary by faction and rank.

Human head scan: Lee Perry-Smith / Infinite, CC BY 3.0, via InfiniteScan and Three.js. Cropped, scaled and attached to the animated rig.

Horse model: Lyndon Daniels, Realtime Ranchers, CC0. Original 2K textures retained; converted to glTF, scaled, and equipped with representative tack. Static horse, animated rider.

Auto targets 60 FPS by adjusting render resolution within a limited range. Memory saver reduces render resolution, shadow memory and the number of fully animated nearby figures; all soldiers and bodies remain in the simulation. High prioritizes nearby detail. Cinematic adds a 4K shadow map and more nearby animation. GPU-compressed textures are used on supported devices, with ordinary image fallbacks. The performance line shows frame rate, draw calls and an estimate for managed textures; it is not total browser or graphics memory. Ground color retains 4096 × 4096 detail; surface normals use lossless images at up to 2K, and roughness maps use up to 1K. Stone, bark and cloth reuse credited photographic textures.

Photographic stone, ground and bark: Poly Haven. Foliage: ambientCG LeafSet005. Both CC0. Cloth and leather detail and the photographed overcast sky also come from Poly Haven (CC0). Trees, clouds, twilight visibility, and the distant settlement are interpretations.

Guns, flags & the movie tribute

Both modes field 2,000 Mexican soldiers, including 64 artillery crew and 12 headquarters staff, against 189 Texans. Arcade has four overlapping waves and 100 ladders; Historical has four echelons and 60 ladders. The original 15-second watch and 55-second barrage remain.

These 26 guns form an interpretive playable roster. Calibers and gun locations are debated; positions and firing performance are gameplay settings. Pounder names refer to nominal shot weight, not the gun’s weight.

GunArmySectorType

The southwest 18-pounder is modeled as a Swedish Finbanker. Alamo Trust research suggests a former 9-pounder bored out for 18-pound shot. Alamo Trust research.

The 18-gun Texan mix follows Alamo de Parras’ artillery reconstruction. The eight Mexican guns use the first-division mix discussed in its Filisola inventory analysis; placing two per sector is a game simplification.

The green-white-red flag says 1824. Its use at the Alamo is a familiar tradition, without contemporary documentation. Texas Historical Commission.

El Degüello was the no-quarter signal associated with the assault. The game’s optional bugle-and-drum accompaniment is an original composition, not the film score or a verified transcription of that signal. Texas State Historical Association.

The night illustration and Flaca drink servers are a fictional tribute to the 1960 movie. They are generated artwork, not movie footage or a reconstruction of civilian activity during the battle. Whiskey healing is a game mechanic. Cattle placement in the northern stock pen is interpretive.

ARCADE ARSENAL

Subtlety sold separately.

$0

The battle is paused. Treat yourself to more firepower, or save for something with wings. Every weapon comes loaded, with spare ammo. Cyan crates keep you stocked.

One of each support can be stocked. Strikes share a 15-second cooldown (60 seconds after nuclear). Nuclear support is limited to one use per battle. Support kills pay 50% of normal cash; kills still count toward your score. Each purchase provides one use. Choose F-4, A-10, napalm or nuclear support in the HUD, aim at the target and press J. Texans must target outside the fort. Explosions and fire spare allies in Arcade.
Stephen Miller, Donald Trump wearing a red MAGA hat, and Natalie Harp holding a small printer, with a Texas flag

MAGA knows what you did...

Do the right thing, fight with the Texans.

1836 · SCALE & SOURCES

Know every wall.

Know the ground before the shooting starts. The main enclosure is long and irregular, with the chapel and convent yard to the east. Buildings and soldiers share the same scale; the measurements below show the reconstruction.

FeatureSource dimensionMetricBasis

What is approximate? This is a reconstruction from published descriptions and a historic schematic, not an archaeological survey. Wall angles, room divisions, the precise building offsets, and ramp profiles are interpreted. The north wall is modeled at 9 ft and the west at 10 ft, within the NPS range; those individual heights are estimates. The 6 ft convent-yard walls, small partitions, access stairs, roof-walk planks and platform heights are also estimates. The north end is widened by an estimated 6 ft because the source describes an irregular enclosure. The 462 × 162 ft measurement describes the main enclosure; the chapel and convent yard extend beyond it. Your eye is 1.65 m above the surface you stand on. At the north post, a modeled platform raises your feet 2.15 m, leaving only about 0.59 m of wall above it. This explains why that wall looks low from the firing position.

The chapel uses the NPS description of 75 × 62 ft. Other accounts give a longer church measurement, so that envelope remains provisional. Its nave is roofless. At your request, the familiar complete curved upper gable is included above the original wall envelope. This is a visual concession: the U.S. Army added that silhouette after the 1836 battle. Its modeled crest dimensions are interpreted from the source photograph, not an 1836 measurement. The carved portal and engaged columns use the surviving façade as a visual reference; precise relief dimensions and doorway proportions are interpretations. Alamo Church history.