Metal: —Oil: —Rare: —Sil: —Bots: —Army: —Queue: idleFactory: —No enemy base found — scoutingSite waiting — no builder (needs a bot with Construction)
ARMY
REVEALROOM —T:0
OPPONENTS
SPECTATING · your hive is out — the whole map is revealed. You can still chat.
MAP · click to look
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Bot Designer
Gathering
Mining parts add +1 unit/tick to harvest rate per level.
Metal/Oil/Sil base: 2/tick — Rare base: 1/tick
Level 3 Metal Mining = 5 units/tick
Several mining parts: the bot mines every type it has a part for, each at that part's rate. Without a chip it takes the nearest node of any of them; with an Intelligence chip it goes for what its base is short of (and prefers the type it mines fastest) — chip 1–2 looks at its nearest base's pile, 3–5 also at what the base is building and your income, 6+ at the whole hive. Inspect it to see what it chose and why.
Carry Capacity: holds 10 + (level × 10) units before returning.
Scrap Collecting: harvests scrap piles left by destroyed bots at 3 + 2 × level units/tick. A pile holds 20% of the dead bot's parts (mixed resources) and loses 1% every 5 s. Collectors fetch piles your hive has seen; armed collectors tidy up after a fight.
Bots deliver to your nearest base; every base keeps its own stockpile. A bot with Carry Capacity and no other job part is a hauler: it carries resources from your fullest base to the one that is short.
Cost: metal and oil.
Metal Mining0
Oil Collecting0
Rare Mining0
Silicate Collecting0
Carry Capacity0
Scrap Collecting0
Construction
Construction: builds outposts. Place a site with OUTPOST (B) on explored ground (at least 18 tiles from your bases, 22 from enemy bases you know; it costs 400 metal, 150 oil, 50 silicate from your nearest base that has them). Every bot with this part goes there and adds 2 + level work a tick; a site needs 1800.
An outpost keeps its own stockpile (miners deliver to their nearest base), repairs your bots, makes nodes within 10 tiles regrow twice as fast, and builds on its own from its production list (click it). Your hive is out only when every base is gone.
Cost: metal and oil.
Construction0
Mobility
Speed: 1 + 0.5 × level cells per second, before size and power.
Level 0 = 1 cell/s · Level 1 = 1.5 · Level 4 = 3
Size: every part takes room (×1.05 per level). A chassis carries a size of 3 for free — a level-1 miner fits. Beyond that the bot slows (every 10 extra size halves its pace) and gains 6 HP per extra size. Intelligence chips are big (3 each); weapons, armour, carry and mining parts are medium, sensors, speed and power small. Bigger bots are drawn bigger.
Power Upgrade: parts draw power (×1.06 per level): chips, guns, sensors and speed the most, carry and armour none. A bot supplies 5 on its own; each Power Upgrade level adds 4 (growing ×1.06 per level). Drawing more than it supplies browns the bot out: it moves and attacks slower in proportion (amber ⚡ on the map). Costs metal, oil and silicate.
Speed0
Power Upgrade0
Combat
Health: max HP = 100 + 40 × level (metal). Melee: 8 + 4 × level damage per hit, reach 1.5 tiles. Ranged: 5 + 3 × level damage, range 3 + 0.25 × level tiles (max 8). Attack speed: time between hits = 1 s × 0.9level (min 0.2 s), per weapon.
Armed bots attack enemies their sensors see, using whichever weapon reaches. Armed bots with no mining part are warriors: they guard a rally point by your factory and march on the nearest enemy factory once 5 are waiting. Unarmed bots run home when hit. How armed bots fight depends on their Intelligence (see Cognition).
Attack parts cost rare plus some metal/oil.
Health0
Melee Attack0
Melee Atk Speed0
Ranged Attack0
Ranged Atk Speed0
Cognition
Sensor Distance: detection radius = 5 + (level × 3) tiles. A bot only knows what its sensors cover, and you only see what your bots' sensors and your factory (16 tiles) cover: the rest is fog. A bot with no weapon and no mining or scrap part is a scout: it explores the map on its own, then keeps checking on the enemy factories it found. Intelligence: remembers 1 + level nodes; level 1+ scans the map systematically instead of wandering. In a fight it decides how the bot behaves: 0 · blind — charges the nearest enemy and fights to the death. 1–2 · aware — focuses the weakest enemy in reach, ignores unarmed ones while armed ones are near, breaks off at low HP if it can outrun its pursuers. Re-targets faster. 3–5 · tactical — sizes up enemies inside its sensor range. If it out-ranges and keeps up with one it kites: fire, step back, fire (it needs sensors reaching 1.5 tiles past its gun). Falls back from fights it is losing and calls for help: your idle warriors nearby come running (yellow ping). 6+ · coordinated — shares its target with nearby allies (focus fire, even on enemies they can't see), picks off isolated enemies, and waits for help instead of charging a stronger group or a defended factory.
Markers: cyan ring kiting, orange ring retreating, dashed white holding, dashed yellow answering a call.
Both cost rare and silicate — mine some first. Chips pay off on expensive, fast ranged bots.