Planning before the firefight
Due Process is a tactical first-person shooter where the round starts with a plan and ends with you carrying it out. Every map is procedurally generated, and new maps arrive periodically, so you will not be replaying the same layout twice. Level designers edit each map before it ships, which keeps the spaces readable while still throwing a fresh tactical problem at your team each time. Use the planning phase to talk over voice chat, mark up a route, and decide who goes where before anyone fires a shot.
Two sides with different tools
You play as one of two asymmetric factions. The corporate military force has modern tactical gear and weapons built for close-quarters work, and it leans on speed, surprise, and decisive action to clear rooms or hit the defense at its core. The outlaws opposing them work with older, rougher weapons and lean on cunning instead: set traps, build crossfire, flank when the attack breaks, and punish mistakes. Knowing which side you are on shapes how you approach every engagement.
Spending assets across three rounds
Each match runs three rounds, and your armory is a limited pool. Anything you field that gets destroyed or lost does not come back, so you have to decide when to spend a piece of gear and when to hold it for a later round. That resource pressure rewards teams that commit to a plan and adapt when it falls apart. No plan survives first contact, so be ready to coordinate on the fly, cover a teammate's movement with suppressive fire, and shift the plan when the enemy does something you did not expect.