Rifle
The all-rounder
Quick, long-ranged and steady-handed: its aim shrugs off half of a target’s cover and crouch. Fires on the move.
No AI in these bots. They do exactly what you tell them. Nothing more.
A robot tactics game for your phone or browser. Program your squad's next 15 seconds in secret, press Done, and watch every order play out at once. No clever ideas of their own: they're dumbots.
Play now Free, in your browser. No download, no sign-up.
Tap a robot, tap where it should go. Add a Look, a Wait, a Scan, a stance, a shot at a tile, a grenade, smoke or a mine. A timeline shows where all your robots will be at every moment. Your opponent does the same, and neither of you sees the other's plan.
Every player's plan runs at the same time, for 15 seconds. Robots fire on their own at any enemy they're looking at, so where a robot looks matters as much as where it walks. Plans collide: robots bump into each other, dodge, and walk into crossfire.
The turn plays back as a movie, showing only what your own robots saw. Missiles in flight finish their flight. Then plan the next turn, until only one team is left or the turn limit is up.
Six types, each good at one thing. Pick 4 to 8 robots (6 by default), any mix: up to half the team plus one of a type, and at most 1 Medic.
The all-rounder
Quick, long-ranged and steady-handed: its aim shrugs off half of a target’s cover and crouch. Fires on the move.
The Gatling
A hail of fast rounds that catches robots on the move. Has to stop to fire, and aims best crouched or down. The heaviest armour on the slowest legs.
Artillery
Long-range missiles that arc over half-walls and burst on impact. Slow to reload and slow to fly: a target that keeps moving can dodge them. Fires on the move, and a popgun for close calls.
Hidden scout
Invisible while it stands still: slip it in close and it watches the enemy for your team without being seen. Its zap never misses and hits hard at anything that steps next to it, from any side, so it can strike when the moment is right. Moving or zapping gives it away, and once spotted it stays visible while an enemy has eyes on it. A popgun for when it has to shoot.
Scout
The fastest robot on the board. A burst rifle, two mines to leave behind, and legs that jump half-walls.
Support
No gun at all. Heals teammates next to it, even standing by to heal as the damage comes in, from one supply for the whole match. When it runs dry, it rockets off the board.
| Health | 90 | 120 | 115 | 80 | 90 | 70 |
|---|---|---|---|---|---|---|
| Armour | 15% | 35% | 30% | 20% | 15% | 15% |
| Speed (tiles/s) | 3.3 | 2 | 2.5 | 3.3 | 5 | 3.3 |
| Weapon | Rifle | HMG | Missile | Zap | Burst Rifle | No |
| Damage | 22 | 9 | 60 | 60 | 3 × 12 | No |
| Range (tiles) | 14 | 9 | 2–16 | adjacent | 12 | No |
| Fires on the move | Yes | No | Yes | No | Yes | No |
| Splash damage | No | No | Yes | No | No | No |
| Arcs over half-walls | No | No | Yes | No | No | No |
| Steady aim | Yes | No | No | No | No | No |
| Popgun backup | Yes | Yes | Yes | Yes | Yes | No |
| Jumps half-walls | No | No | No | Yes | Yes | No |
| Invisible when still | No | No | No | Yes | No | No |
| Grenades | 1 | 1 | 1 | 1 | 1 | No |
| Mines | No | No | No | No | 2 | No |
| Heals teammates | No | No | No | No | No | 200% a match |
| Self-destruct | Yes | Yes | Yes | Yes | Yes | No |
Full walls and containers block movement and sight. Half-walls and car wrecks block movement but not sight. Sit in a ring of tyres, sandbags or garden planters to take half damage. Bushes hide you; a destroyed robot leaves a wreck that is cover for the rest of the match. Tall things have long shadows, low things short ones.
A half-wall only protects the robot hugging it. Standing, it fires over and takes less damage. Crouched, it can't be hit from afar, but can't fire either. In full crouch it can't see or be seen across the wall. Lower stances are harder to hit and take less damage, but crouching is slow and full crouch can't move at all.
Rounds aimed at a crouched robot behind a half-wall strike the wall, unless the shooter stands within 3 tiles and fires down over it. Missiles arc over half-walls from any distance.
The Light and the Stealth jump half-walls (and wrecks) in a slow, high leap, where everyone else walks round. Tap a tile beyond the wall and the route goes over it when that is faster.
A robot in full crouch in a bush is hidden until an enemy comes within 4 tiles, or it fires. Once it has given itself away it stays spotted while it stays put. A bush also makes a robot harder to hit, though a hit does full damage.
Stand up and climb a scaffold (slowly), and your gun reaches 3 tiles further. From up there you see further and shoot over half-walls, so they give no cover against you. But you get nailed up there: everyone sees you from further off, shots hit you more often and every hit does half as much damage again, and you can only stand.
A robot in a foxhole has cover on every side and can't be seen from more than 3 tiles away until it fires; once seen there, it stays seen. It sees as far as anyone, but only over open ground: half-walls block its view. A grenade still hurts in full, and climbing out is slow.
You only see what your robots see. Sight has no range limit, but walls block it, heads look one way at a time (a 180° view, with only the middle 90° firing by itself), and a still Stealth is invisible. The same moment, seen by each side:
Online, the server only ever sends you your own view: hidden enemies' positions, orders and mines never reach your device.
Shots are projectiles with a travel time: fast rifle rounds rarely miss, slow missiles are aimed where a moving target is heading, so stopping or turning dodges them. Robots aim worse on the move, and better at a still, uncovered target: a robot that keeps moving is harder to hit.
Ruined streets, outposts and scrapyards, each quarter laid out differently and balanced by measurement, plus a small symmetric Arena for quick games. Or play on a random map, made fresh for each game so nobody knows it.






Three personalities and three difficulties, against one, two or three computer teams. The computer plays fair: it only knows what its own robots have seen, and picks its team without seeing yours.
Create a game for two, three or four players and send the invite link. Plan, press Done, close the app. The turn plays out once everyone has planned. My games lists what each game is waiting for, and notifications tell you when it's your move.
Two to four players, one phone or computer. Each plans in secret and hands the device over, and each watches every turn alone, seeing only what their own robots saw.
Before every match, pick your line-up in secret. You know the size of the enemy team, never its mix, until your robots see it.
A match takes 20 turns at most. The first one takes about a minute to plan. The full rules are in How to play.