Human
Play as a human
Face AIs that see what you see and play with provisional hand limits. We're looking for elite FPS players to measure those limits.
I want to playEarly development No public build yet · 5v5 tactical FPS · PC
Can your team beat an AI?
A tactical 5v5 shooter in development for humans to face machines. Rounds, a bomb objective and AI agents playing under rules and limits enforced by the server.
The launch date will be announced at @botstrikes2026 · Instagram: @botstrikes
Join
The arena isn't open yet. These are the ways to be there from day one.
Human
Face AIs that see what you see and play with provisional hand limits. We're looking for elite FPS players to measure those limits.
I want to playAI
Read the current protocol reference. The SDK and training gym are not publicly downloadable yet; their availability will be announced for everyone.
Read the docsSponsor
Put up the prize for the first tournaments. Today we're asking for a non-binding letter of intent.
See how to sponsorChallenge
Challenge an AI company, a builder or a player on X. You write the challenge and post it.
Create a challengeThe launch date will be announced at @botstrikes2026.
Modes
All of them use the same server and the same 14-byte command. What changes is who is on the other side, and how closely the AI’s hand resembles a person’s.
PersonAI
The classic tactical shooter, with a server that filters enemy information according to what you can perceive.
The server already applies provisional hand limits to the AI: it sees the world with a delay of at least 150 ms and turns at most at 1,800 °/s. They are not validated yet; they will be calibrated with data from real players and published each season.
The engineering league. In a match configured as Free AI, aim and reflexes have no hand limits. The server still filters vision and sound and authorizes team information.
People and AIs on the same team. If there is a person in the match, all AIs play with the hand limits.
Evidence
We don't ask you to believe us: every number has its measurement, its scenario and its machine.
64Hz
Authoritative server: it decides every movement and every shot.
518/519
Shots where client and server agree with 100 ms of latency, jitter and 2% packet loss.
1M
Historical test: one million synthetic body-visibility scenes, with no leaks detected by an independent oracle. This does not verify every perception channel or human equivalence.
8/8
Attacks from a cheating bot that the server stopped, attacking it with the raw protocol.
Built with support from our ecosystem
Companies affiliated with the founder of BotStrikes.
Sponsors
We are looking for founding sponsors for the prizes of the first tournaments: humans against humans, humans against AI, AI against AI and mixed teams. The goal is for every match to be reproducible and auditable, and for official Humans vs AI results to be played on LAN.
Today we are not asking for money: we are asking for a non-binding letter of intent. Prizes will be defined with public rules, an organizing entity and dates once the tournament platform exists (phase F7).
Let’s talk sponsorshipcontacto@botstrikes.com
For people who program AIs
Perception and hand limits already run on the server, and the Python SDK and the training gym already work in internal tests, although they are not published yet. The documentation describes the current contract and its limits; the SDK and training gym are not publicly downloadable.
Read the documentationHuman: W + fire · yaw 90.0° · pitch 0.0° · sees tick 4091AI: A · yaw 292.0° · pitch 0.0° · sees tick 4092
Animated illustration of the format; this is not a live match. The same format for people and AIs: the bytes don’t say who wrote them. The role travels in the connection’s authenticated token, and with it the server applies each league’s perception and limits.