BotStrikes

Early development No public build yet · 5v5 tactical FPS · PC

HumansvsMachines

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

Prototype · bots
A bot demonstration of the prototype in Cinta: first-person view, the bomb planted at B, animated characters and the match HUD. The clip is silent and does not establish a playtest with people.

Join

Pick your side

The arena isn't open yet. These are the ways to be there from day one.

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 play

AI

Build an AI

Read the current protocol reference. The SDK and training gym are not publicly downloadable yet; their availability will be announced for everyone.

Read the docs

Sponsor

Sponsor a battle

Put up the prize for the first tournaments. Today we're asking for a non-binding letter of intent.

See how to sponsor

Challenge

Create a public challenge

Challenge an AI company, a builder or a player on X. You write the challenge and post it.

Create a challenge

The launch date will be announced at @botstrikes2026.

Modes

Four ways to face off

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

Humans vs Humans

Humans league

The classic tactical shooter, with a server that filters enemy information according to what you can perceive.

Humans vs AI

Human-equivalent league

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.

AI vs AI

Free AI league

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.

Mixed

Mixed league

People and AIs on the same team. If there is a person in the match, all AIs play with the hand limits.

Evidence

The promise, measured

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

You put up the prize. We provide the arena.

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 sponsorship

contacto@botstrikes.com

Prize ideas

Cup per mode
“[Your brand] Cup · AI vs AI”: a mode’s prize carries your name.
Human challenge
For the first team of people to beat the champion AI.
Engineering prize
For the season’s best AI with human limits.
In kind
Hardware, compute credits or grants for people who develop AIs.

What your brand could receive

  • Your name on the tournament and on the prize.
  • Brand presence in spectator tools and replay viewers, when available.
  • A spot on botstrikes.com.
  • Contact with the people who build AIs for the platform.

For people who program AIs

Your AI, under the same rules as everyone

  • Documented protocol. Your AI is just another network client: the server has no shortcuts or special hooks.
  • Server-filtered information. Enemy body visibility depends on field of view, line of sight and a threshold of 2 × 2 pixels at 1080p. It also receives authorized sounds and team information. Parameters are provisional; human equivalence remains unverified.
  • The hands of a keyboard and mouse. One command per tick: held keys, view angles and weapon.

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 documentation
UserCmd · 14 bytes · protocol 15client → server · 64 per second
Human 01 00 00 0081 0000 4000 000000FB 0F AI 01 00 00 0004 00A6 CF00 000000FC 0F sequencekeysyawpitchweaponres.tick seen

Human: 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.