ABOUT
Ghost in the Shell: Second Assault is a fan-run revival of Ghost in the Shell: Stand Alone Complex — First Assault Online, the Section 9 shooter Nexon shut down. It is being rebuilt from scratch in Unreal Engine 5, and it is not finished.
What this is
A rebuild, not a re-release
None of the original game's code is here. First Assault ran on an engine that is gone, and this is a new project in Unreal Engine 5 that reaches the same result by a different road.
What it does inherit is the original's data. The shipped client's tables were extracted and decoded, and the rebuild is driven by them directly: movement speeds, recoil stages, spread by stance, ADS zoom, damage falloff, skill costs and cooldowns are the original's own numbers, not somebody's impression of how it used to feel.
That is the whole design rule. Where a number exists in the data, it is used. Where it does not, the project says so — on this site and in its own source.
What it is not
- Not affiliated with, endorsed by, or connected to NEXON or any rights holder.
- Not the original client, and not a re-release of it.
- Not commercial. Nothing is sold here.
- Not playable yet — there is no public download and no open server.
- Not on a schedule. There is no release date, because there isn't one to give.
By the numbers
These are counted out of the committed data every time this page is built, so they cannot drift away from what the game actually loads. Every weapon is readable in the Armoury and every skill in the Cyberbrain — including the ones the project is unsure about, which are labelled as such rather than hidden.
What runs today
Everything in this list exists in the build and has been played or tested. Nothing below is planned, in progress, or a description of what it will be like.
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Training · three programs
The original's tutorials, recreated line for line
Control teaches movement, Combat teaches weapons, and Cyberbrain teaches skills — the same three the original shipped, in the original's own step order. Every on-screen prompt is the verbatim text from the shipped client's own string table, not a paraphrase. Thirty steps across the three, all of them running; the count comes from the build's own automation tests rather than from a wishlist.
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Skills · a real system
Intel, two tiers, and handing a skill to an ally
Intel accrues while you play and faster when you fight; skills cost it. Each has a tier, a cooldown and a duration, and those are the table's own figures. Therm-optic Camo and Heat Sensor are built and working — camo genuinely makes you harder for an enemy to spot, and the sensor marks warm bodies through geometry. A Tier-2 skill can be handed to a nearby ally over SkillSync, which is a real link with a real radius, not a cosmetic.
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Arsenal · from the data
The original's guns, with the original's numbers
The weapon sandbox is driven by the decoded weapon table directly. Damage and its falloff with range, six-stage recoil, spread that changes with stance, magazine and reserve, reload and swap timings, true ADS zoom — each read out of the table rather than tuned by feel. Where the project has assumed a unit rather than decoded one, the Armoury says which.
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Map & opponents
Downtown, walkable, with bots that fight back
The original's Downtown is imported and playable in a packaged build. AI bots path around its streets, take cover on the objective, use grenades and smoke, and shoot — a bot has killed a human player across a network connection, which is the whole chain working rather than a bot standing in a room. Modes are Team Deathmatch and Demolition, server-authoritative. Three players and four bots have run on one server together.
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Platforms
Windows and macOS, from one source tree
Both are built and both run the same code. Packaged builds exist for each; they are handed to testers, not published.
Where the seams still show
A page like this is usually where a project stops being honest. So, plainly — these are real gaps, not modesty:
- There are no characters yet. Players and bots are rendered as plain capsules, with no character art and no animation. Everything you would judge a shooter's look by is not built. Art is in progress and none of it is on screen.
- Because of that, every hit is a body hit — headshot and limb multipliers exist in the data and are not yet testable in play.
- No audio. Thousands of the original's sound events are named and catalogued; not one is hooked up. The game is silent.
- One map. Downtown. The others are not imported.
- No front-end — no menus, matchmaking, server browser, accounts, progression or operatives.
- No public build and no open server, and no date for either.
This list will get shorter. It is on this page so that nobody arrives at a build expecting something that was never claimed.
What it costs
The game is free, and every item that shipped in the original is included free with it. All of the weapons, the skills, the maps and the modes — anything reconstructed from the original's data is free by definition, including things the original itself charged for.
The only thing money will ever touch is new content this team makes itself — new cosmetics and assets that did not exist in First Assault. None of that exists yet, there is no store, and nothing on this site can be bought.
If you want to know when it's playable
There's no download yet. There will be, and there's a list for it.
Leave an email and you'll be told once, when there's something you can actually play. Not a newsletter, and nothing in between.
The short version
- Email required, handle optional
- No account, no password
- Stored on our own server, not sold or shared
- One message when there's a build