Shrap guide: weapons, maps, modes and winning gunfights

Updated 1 November 2026

Shrap is a bright first-person arena shooter with three-minute matches. You can play an instant Practice match against six bots, or Play Online in rooms of up to eight. This guide covers the numbers behind every weapon, how health really works, what each mode asks of you, and how to unlock the rest of the gear.

Play Shrap

Afterglow under a pink evening sky, its hotel and Sun Club sign across the square, early in a three-minute match.
Shrap on SyphonGames.

Controls

  • W A S D to move, the mouse to look, left click to shoot and right click to aim down the sights.
  • Space jumps, Shift sprints, C or Ctrl slides.
  • R reloads, 1 and 2 switch between your main weapon and sidearm, E shows off your weapon.
  • Tab shows the scoreboard and Esc pauses.

Health and healing

You have 100 health. There are no health packs; instead:

  • Every elimination gives back 12 health. Winning a fight sets you up for the next one.
  • Five seconds without taking damage and you start healing quickly, about 9 health a second, back to full in around ten seconds.

So after a hard fight, break line of sight and wait five seconds before pushing on. Taking the next fight on 30 health is how most streaks end.

Weapons

Hits to the head do 65% more damage. Here is what every gun does, and how many hits it takes to eliminate someone at full health:

  • Splatter (rifle, from the start): 25 damage, 30 rounds, steady fire. Four body hits or three to the head. The all-rounder.
  • Zip (SMG, from the start): 16 damage, 36 rounds, very fast fire but short range. Seven body hits or four to the head. Strongest up close, where its fire rate wins.
  • Pocket (sidearm, from the start): 26 damage, 12 rounds. Four body hits or three to the head, and the fastest reload of any gun. The backup when your main weapon runs dry mid-fight.
  • Longshot (sniper rifle, level 2): 85 damage, 5 rounds, slow. A headshot eliminates in one hit; a body shot leaves them on 15, so follow up with the Pocket.
  • Boomstick (shotgun, level 3): eight pellets of 13 damage. At point-blank range, all eight land for 104: one shot. Its range is very short, so it is useless at a distance.

Aiming down the sights cuts your spread to about a third, so aim for anything past close range. For everything except the Boomstick, aim at the head: on the Splatter, it is the difference between three hits and four.

Movement

  • Sprint between fights, not into them.
  • Slide to drop low as you come through a doorway or round a corner.
  • Jump to break someone's aim in a close fight, and use the jump pads and portals the maps provide to change height or position faster than anyone can follow.

The three modes

  • Free for all: everyone for themselves. First to 20 eliminations wins, or the leader after three minutes.
  • Team clash: two crews. The first crew to 35 eliminations wins, or the one ahead after three minutes. Stay near your team so fights are two against one.
  • Color rush: hold the glowing zone with your crew to score points. The first crew to 100 wins. Eliminations matter only in so far as they keep the zone yours, so stand in it, and fight from cover at its edge rather than chasing people out of it.

The four maps

  • Sunspill: seaside shops and walled courtyards, with jump pads that launch you above the rooftops to land where you like.
  • Bubble Yard: a colourful laboratory wrapped around a portal court. Slip through rooms and corridors, and use the portals to switch sides in a flash.
  • Afterglow: a three-floor bunker of rooms and hallways, with twin staircases round a glowing central atrium. Listen for which floor a fight is on.
  • Wildwood: cabins, ruined walls and winding trails in a pine forest. Use the low cover and the trees to disappear.

Practice and online play

Practice drops you into a match with six bots at once, and saves your progress on this device. Play Online joins a room of up to eight real players. You can make a private room and share its code with a friend. Your online profile is kept in the cloud, and a recovery key lets you open it on another browser or device; there is no email or password, so keep the key somewhere safe.

Levels, colour chips and contracts

Every finished match pays XP and colour chips. The XP is 140 for taking part, 35 per elimination, 15 more per headshot, 90 for a win and up to 80 for your best streak; chips are 20, plus 4 per elimination and 25 for a win. Your first match of each day adds a bonus of 80 XP and 25 chips. XP raises your level, which unlocks the Longshot at level 2, the Boomstick at level 3, and more cosmetics as you go. Chips are spent on weapon finishes (from Sunset Pop to the legendary Full Spectrum), crew uniforms such as Varsity Club and Space Cadet, player titles and lobby animations. Nothing is for sale for real money.

A free season track of twelve rewards fills as you earn XP, from chips to finishes, titles and uniforms. Three daily contracts pay extra XP and chips:

  • Make a splash: 12 eliminations in any mode.
  • Two quick rounds: finish two matches.
  • Picture perfect: four headshot eliminations.

Eliminations, matches and headshots all count towards them as soon as a match finishes, so a couple of matches a day usually completes all three.

Ready to play?

Shrap runs in your browser, free, with nothing to install. Play Shrap now, or browse the categories for something else.

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