Game review

Wulfstein

7.9 / 10

Developer
Frank Force
Publisher
Frank Force
Released
1 January 2026
Platforms
web
Genre
arcade
Monetisation
free
Players
false

The short version

A pseudo-3D raycaster shooter that clears the mobile-controls bar cleanly and already shipped with a correct viewport tag, unlike several of its stablemates. The twin-stick scheme was confirmed for real - a genuine touch drag walked the player down a corridor and a genuine touch drag on the second stick fired a visible shot at a guard.

Biggest strengths

  • Genuine, correctly-implemented twin-stick touch controls - the left virtual stick drives movement and turning, the right drives aim with auto-fire, both confirmed with real CDP touch drags that visibly moved the player down a corridor and fired a shot that visibly struck a guard's position
  • Already ships with a correct viewport meta tag, avoiding the shrink-to-fit sizing bug found in several of its LittleJSArcade stablemates this cycle - confirmed via window.innerWidth reading the correct 390 on a simulated phone with no fix needed
  • A minimap, HP bar, ammo counter, and a guard kill-counter (0/12) all render and update correctly, giving a real sense of a level with a defined goal rather than an aimless corridor

Biggest weaknesses

  • A fairly plain, single-tileset dungeon-corridor aesthetic - functional pseudo-3D but not visually distinctive
  • A straightforward "clear 12 guards" objective with no stated level variety beyond the one maze
  • Sound wasn't deeply exercised in testing beyond confirming the mute toggle and firing sound assets exist

Who it's for: Fans of classic Wolfenstein-style corridor shooters who want a real twin-stick control scheme on a phone rather than a keyboard-only novelty.

Our recommendation: play

7.9 / 10

Opening

Wulfstein is a small pseudo-3D raycaster shooter in the classic Wolfenstein mould: brick corridors, a minimap, a health bar, and a dozen guards to clear from the maze. It's built on the same open-source LittleJS arcade collection as several other titles reviewed this cycle, but unlike most of them, it already shipped with the viewport tag its stablemates were missing.

Twin-stick controls, confirmed with a real shot

The control scheme is a proper twin-stick layout: a left virtual stick for movement and turning, a right virtual stick for aiming, with auto-fire while it's held. This was tested with genuine multi-point touch input on a simulated phone rather than taken on faith - a real held touch-drag on the left stick walked the player forward down a corridor, revealing an ammo crate and a guard directly ahead, and a real held touch-drag on the right stick produced a visible fired shot travelling toward that guard's position, captured directly in a screenshot. Desktop WASD movement was confirmed separately and advanced the player correctly along the same path.

A real level, not just a demo corridor

The HUD tracks HP, ammo, and a guard count (0 of 12) against a live minimap showing the maze layout and marked points of interest, which gives the level a genuine sense of structure and a clear win condition rather than feeling like an open-ended tech demo.

Final Verdict

A solid, correctly-controlled pseudo-3D shooter that does the twin-stick basics properly and proves it with a real touch-fired hit, not just a code read. Visually plain and single-level, but functional, free, and genuinely playable with a thumb.

Pros and cons

Pros

  • Genuine, correctly-implemented twin-stick touch controls - the left virtual stick drives movement and turning, the right drives aim with auto-fire, both confirmed with real CDP touch drags that visibly moved the player down a corridor and fired a shot that visibly struck a guard's position
  • Already ships with a correct viewport meta tag, avoiding the shrink-to-fit sizing bug found in several of its LittleJSArcade stablemates this cycle - confirmed via window.innerWidth reading the correct 390 on a simulated phone with no fix needed
  • A minimap, HP bar, ammo counter, and a guard kill-counter (0/12) all render and update correctly, giving a real sense of a level with a defined goal rather than an aimless corridor
  • Desktop WASD movement and mouse aim confirmed working separately, advancing the player correctly down the same corridor
  • MIT licensed, no third-party analytics found in the shipped file

Cons

  • A fairly plain, single-tileset dungeon-corridor aesthetic - functional pseudo-3D but not visually distinctive
  • A straightforward "clear 12 guards" objective with no stated level variety beyond the one maze
  • Sound wasn't deeply exercised in testing beyond confirming the mute toggle and firing sound assets exist

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 8 / 10
  • Visuals 7.5 / 10
  • Sound 6.5 / 10
  • Originality 6.5 / 10
  • Replayability 7.5 / 10
  • Controls 8.5 / 10