How it started
“You should buy your kids an axe.”
I had recently become a dad. At work, another coworker who had also just had a baby and I were comparing notes on newborn stress. A third coworker walked into the break room and offered a piece of advice neither of us was expecting: “You should buy your kids an axe.”
I asked why. “No idea,” he said, and walked off. It became an office meme, and my daughter now owns a toy axe. The same coworker is very into guns and only eats chicken. Somewhere in that combination, the idea for Call of Chicken Killing became inevitable. The acronym may be a little forced. I can live with that.
The plan was a quick AI-assisted prototype, a few games with coworkers, and then back to normal life. We enjoyed it far too much. I kept adding things, and the throwaway joke grew into a game with a full campaign, multiplayer, bosses, progression and its own collection of terrible achievement names.
The campaign
Five floors. One way out.
Story mode is the heart of COCK and where roughly 80% of my development time went. Start on the fourth floor, fight waves of mecha-chickens, finish the local missions and earn your way downstairs. You can go alone or bring up to three friends.
The building is a recreation of the one where I work. The floor plan, office layout and desks follow the real place, while the missions turn its people and everyday details into something considerably less normal.
P4 / Visioscientiae
The campaign starts in my actual office, recreated down to the floor plan, desks and my own workstation.
P3 / Il Permaloso SPA
An office floor with five PC clicker objectives standing between the squad and the stairs.
P2 / Chocolate factory
A nod to Ferrero having an office in the building, with chocolate, a golden ticket, a slot machine and Willy Cocka paintings.
P1 / StrifeLab
Find the parts of my F10 scooter, put it back together and solve the chess objective. Look around for portraits of my cats, Zack and Cloud.
Ground floor / Tony's
My brother's restaurant becomes the finale: drinks, five final waves, Galloroth and, if you survive, the way out.
Each floor has a mainframe for weapons, ammunition and upgrades. Earn Pepitos during the match and decide what to buy. Firearms, grenades and your regular axe handle the everyday problems; by default, every 50 chicken kills charges the Supreme Axe, whose shockwave clears ordinary chickens in its path.
The atmosphere changes as the waves progress: daylight gives way to sunset, then night, with office lights gradually turning on and circuits starting to flicker. Side missions, bosses and personal Easter eggs give you reasons to explore between attacks.
Three ways to play
Bring your coworkers. Or fight them.
1–4 players / Co-op
Story
Play solo or form a squad of four. Survive waves of mecha-chickens, complete each floor's missions, upgrade your equipment and work your way down to the exit.
2–8 players / Deathmatch
Free-for-all
Everyone against everyone in five-minute matches. Fight on one of the building's five floors, respawn after each death and vote for the next map together.
2–8 players / Up to 4v4
Team deathmatch
Development versus Marketing. Two teams of up to four share the arena, with team scores, automatic team assignment and no friendly fire.
Join a public match or create a private room and share its link or invite code. Nobody in the squad needs to run a server: the squad leader controls the lobby, and leadership passes on if they leave.
Built-in proximity voice chat lets you hear nearby teammates in the world. Allow microphone access and use T to toggle your microphone. The game is designed for a desktop browser with mouse and keyboard; phones and tablets are not supported.
Inside the game
Gameplay screenshots
Five floors, from my office to Tony's. Captured in-engine with the staged combat demo prepared for Reddit. Select an image to take a closer look.
A little personality
Yes, you can dance between chicken attacks.
Customize your operator and loadout, choose your axe and equip four favorite emotes. The catalogue includes 15 gestures and 35 dances, from a wave or applause to the Robot, Running Man and breakdance. Six are available from the start; the other 44 can be unlocked in the shop.
Press B to open the four-slot emote wheel, then choose with W A S D or the arrow keys. Your operator performs in third person so you can enjoy the animation too. Emotes work in the lobby and during matches, including PvP; moving or taking action brings you back to the fight.
Cosmetic axes and emotes use golden eggs, earned through online Story milestones. They stay in your wallet between matches. Pepitos are separate: they pay for doors, upgrades and drinks during a run. There are no microtransactions. Play, earn eggs, unlock something ridiculous.
15 achievements / Story mode
The puns are part of the progression.
Sign in to earn and keep achievements in solo Story or co-op. Chicken kill milestones accumulate across Story runs; paintings and drinks need to be collected in a single run. The boss achievement is shared by the squad. Guest play is available, but achievements require an account.
01
My First Cock
Kill your first chicken in Story mode.
02
Fifty Shades of Cock
Kill 50 chickens in Story mode.
03
Cockbusters
Kill 100 chickens in Story mode.
04
Cockzilla
Kill 300 chickens in Story mode.
05
Cockslayer
Kill 500 chickens in Story mode.
06
Lord of the Cocks
Kill 1,000 chickens in Story mode.
07
The Final Cockdown
Defeat Galloroth. The whole squad earns it, whoever lands the final blow.
08
Willy Cocka
Look at both Willy Cocka paintings on the chocolate floor in one run.
09
My Living Cockacy
Find all four cat paintings on the StrifeLab floor in one run. A little Crisis Core: Final Fantasy VII nod.
10
My First Cocktail
Have your first drink at Tony's.
11
The Flying Cockman
Try every spirit at Tony's in one run.
12
The Best Cock
Max out any weapon or health upgrade.
13
Big Black Cock
Kill a black super chicken.
14
Dead Man's Cock
Die at least once in a run.
15
2 Fast 2 Cock
Escape the building within 25 minutes.
From prototype to game
The joke was easy. The netcode took work.
I started the prototype with GPT-6 Astra. AI helped create environments from real photos and references, along with the mecha-chickens and super chickens. Gameplay and emote animations come from Mixamo's free library. The client renders the world with Three.js.
A prototype that runs is only the beginning. My first attempt with an AI-written backend lagged at around twenty chickens. I wrote the authoritative Node.js game server, reused code from earlier projects and tuned the game loop myself. Firebase handles sign-in, and MySQL stores persistent account data.
I also built editors inside the engine: tools to adjust weapon firing points, furnish rooms and place mainframes and mission stations directly in the world. Seeing a change in context beats guessing coordinates in a data file.
That is what made this project stick. It gave me a reason to turn an absurd idea into something my friends and coworkers could actually play, while filling it with the places, people, cats and references that make it mine.