In development · Early Access in 2027

LUDERRA

Play. Create. Compete.

A game built to be built on. Shoot it out on 128-tick servers, drop onto a 4 km island, drive, sail and fly across it, or build in an endless world of blocks. Then create a game nobody has played before and open it to the world, with pro-grade netcode, anti-cheat and hosting already done.

A town on a green island seen from the air, a snowy mountain beyond it
128tick servers
Sub-tickshots, where you looked
Any gameyou can script, JS or TS
0 installscontent comes with the server

01 — A platform, not a playlist

Don't just play Luderra. Build your own game on it.

Most games hand you a list of modes. Luderra hands you the engine. Every server can run a game nobody has played before, with its own rules, objectives, physics, interface, maps, models and sounds, and it doesn't have to be a shooter. The hard parts are done: netcode, movement, anti-cheat, hosting. What's left is the part that's yours.

1

Write the rules

JavaScript or TypeScript on Node.js, npm packages included, typed from end to end. Hook any moment of the game: spawns, shots, damage, deaths, zones, the map's own triggers, every tick. Change gravity and air control, give one player a faster rifle, burn, slow or stun, walk bots along the map's paths, build parts while the game runs and make them move, break or float.

2

Design the experience

Your own interface in HTML: shops, scoreboards, skill trees, a whole card table. Your own maps, made in the game's own editor, with your own tools for it in JavaScript. Your own models, weapons and sounds, and a client script for what runs on the player's side.

3

Open the server

Players join and get everything automatically, verified on the way in. No mod manager, no installs, no patching the game. Your mode is live the moment your server is.

In practice

A new game in a dozen lines.

Low gravity, auto-hop, a night sky and headshots only. Not a preset, not a settings screen: rules you wrote, running on your server, played by anyone who joins.

  • No hidden engine features. Every mode that ships with Luderra, from bomb defusal to a full poker table, is built on the same public API you get.
  • Change it while it runs. Save the file, reload the mode, and the game goes on with the new rules. No restart, nobody kicked.
  • Start anywhere. Fork a shipped mode and change what you want, or start from an empty file.
  • Players stay safe. Your client scripts run sandboxed on their machines: their own folder and the game's API, nothing else.
modes/moonshot/mode.ts
// A game that didn't exist five minutes ago
mode.on_start = () => {
  mode.physics = { gravity: 250, airaccelerate: 100, autobhop: true };
  mode.environment = { sky: [0.02, 0.02, 0.05], fog_density: 0.015 };
};

// headshots only: every other hit does nothing
mode.on_player_damage = (victim, attacker, damage, hitgroup) =>
  hitgroup === 1 ? 1000 : 0;

mode.on_player_death = (victim, attacker) => {
  mode.message(-1, `${mode.name_of(attacker)} took the shot`);
  mode.schedule(2, () => mode.respawn(victim));
};

Not only shooters. These already run on it.

Every one is an open example mode, in JavaScript and TypeScript, played by the game's own tests.

Island royaleA plane over the island, a glider, chests by rarity, a storm in stages, squads that revive each other.
BlocksAn endless generated world to explore, mine and build, with block characters and their faces.
FortFloors, walls and ramps that snap to a grid, cost wood and break into splinters when shot.
ObbyA parkour course of moving parts, a cutscene to show it and a board of the best runs.
SlopesSnowboard, ski or sled down a park of kickers and rails, scoring air, spins and grinds.
FootballA physics ball, two goals built of parts, dribble and kick along your view.
Top-down arenaA twin-stick shooter seen from above, at an angle or from the side.
VillageCharacters to talk to, a guard on his round and a lost boy who runs from strangers.
Your ideaAn RPG, a heist, a race, a survival server: if you can describe the rules, you can script them.

What a script can reach.

Parts built at runtime Tweens Prefabs NPCs that see and hear Dialogs Cutscenes Particles, trails, beams Post effects Time of day & weather Live lights Vehicles Physics balls, ropes, buoyancy Breakable parts Double jump, dash, wall jump, slide Boards, skis, sleds, grind rails Camera from above or the side Building mode Worlds of blocks UI in the world Music & beats Runs & ghosts Translations Async flows

02 — Worlds

Bright worlds, lit as they play.

Islands kilometres across, towns you can walk into, a sea that swells, and worlds of blocks that go on as far as you walk. Every one of them is a place a mode can play on.

Blocks

An endless world of blocks to explore and build.

A whole world generated as you go: oceans and beaches, rivers, forests, deserts, snowy peaks, and caves with lava at the bottom of the deepest. Break any block, put one anywhere.

  • Shapes, not only cubes. Slabs, stairs, fences, panes, doors, hatches, torches and carpets.
  • Light that fills it. The sky's light and the torches', leaves and grass in the wind, water that ripples.
  • Characters made of blocks. Their own skins and faces that blink, smile and talk with your voice.
  • Yours to script. Survival, creative, minigames or a build server: the world is the API's like everything else.
A world of blocks: a forest, green hills and a sandy coast by the sea

Battle royale

Drop onto a 4 km island.

Island royale ships with the game, built with the same tools you get: a lobby, a plane across the island, a fall and a glider, chests whose loot carries its rarity, and a storm that closes in stages.

  • Solo, duos or fours. In a squad, a lethal hit knocks you down and a teammate can revive you.
  • Places to land. Towns, a farm, a fort, docks and a lodge under a snowy peak, each with its own loot.
  • Made for big servers. Updates by distance and a byte budget, tested with 200 players on one island.
The battle royale island from the air: a town, roads, a sandy fort and a snowy mountain

Vehicles

Drive it, sail it, fly it.

Cars, boats and planes with real physics, predicted on your own machine so they answer the moment you steer, and the same on every player's screen. Any mode can spawn them anywhere.

A red car driving down a town street
A boat at speed on the sea, a lighthouse on the shore beyond it
A light plane flying over the island

03 — Netcode

Your click lands where you saw it.

Precision is the whole game. Luderra's server runs at 64, 100 or 128 ticks a second, the host's choice, and plays exactly the same game at every rate: same movement, same fire rate, same spray.

7.8 ms between ticks

Without sub-tick, your shot would wait for the next tick. In Luderra it fires at the exact moment you clicked, with the exact view you had.

Sub-tick shots

The client sends the exact instant and angle of every shot between two ticks. The server checks it against the path your view actually took, so there's no silent aim and nothing gets rounded off.

Lag compensation

The server rewinds every hitbox to the moment you saw it, blending between ticks. In our tests, head-shots register on a moving target at every latency we measured.

One game at every tick rate

Movement, fire rate and spray come out the same at 64, 100 and 128 tick. Practice on one server, play the final on another: nothing to relearn.

04 — Gameplay

Movement you learn once and master for years.

Bunny hops, strafe air control, counter-strafing, and the recoil and fire rate of the weapons you already know. The skill ceiling stays high on purpose.

  • Classic movement. Air strafing and bhop that reward timing, not scripts.
  • Authentic weapons. Cadence, spray and damage tuned to the tick, identical at 64 and 128.
  • Grenades that change a round. Volumetric smoke that fills the space and that bullets cut through, molotov fire, flashes, HE and decoys.
Firing an AK-47 down a town street, a smoke and a molotov ahead

Smoke

Smoke that behaves like smoke.

A smoke grenade floods the space around it: it rolls along the floor, stops at walls and fills the corner it lands in. What happens to it stays in it.

  • Bullets cut through. Every shot leaves a tunnel you can see through, closing again a moment later.
  • An HE blows it open. The blast clears a hole the smoke rolls back into.
  • It puts fire out. Flames under a smoke die where it lies; a molotov thrown into one never catches.
Bullets cutting a tunnel through a smoke cloud

Looks

The feel of a classic. The look of today.

Bright, stylized worlds lit live: a strong sun with real shadows, the sky's light and light bouncing off the ground, foliage that glows against the sun and life in the air.

  • Lit as it happens. The time of day and the weather are a script's to change, and the light follows.
  • Ultra when you have the card. Global illumination, soft contact shadows and full detail far out.
  • Still the classic feel. HDR with filmic AgX tone mapping, fire that spreads over the floor, characters animated from motion capture.
A boat on a swelling sea, palm trees along the beach behind it

05 — Modes

Modes to play, or to build from.

From 5v5 bomb defusal to a battle royale and poker at the table, every mode ships as an open script: play it as it is, change it, or use it as the starting point of something entirely new.

Island Royale Defuse Deathmatch Retakes Wingman Arms Race Gun Game Bunny Hop KZ Timer Deathrun Hide & Seek Jailbreak Zombie Plague Furien Class Arena Capture the Flag King of the Hill Payload Poker Arena 1v1 Blocks Fort Obby Slopes Football + yours

06 — Community servers

Host it. Script it. Own it.

Luderra is built around community servers, like the shooters that grew whole scenes around them. One config file, one command, and your server is live.

Dedicated servers, Windows & Linux

A native Linux server for your VPS, or host straight from the menu. Tick rate, friendly fire, voice rules and more live in one plain server.cfg.

Content comes with the server

Join and you get the server's maps, models, skins and sounds, compiled for fast loading, fetched over HTTP from wherever the server says and checked by their hash. No mod folders to manage.

Bring your maps

Build worlds kilometres across in the game's own map editor, ground, roads, rivers and all, with tools you script yourself. Or import classic BSP maps and build in TrenchBroom.

Many matches, one server

Virtual worlds split one map between as many games as you like: players in different worlds never see, hit or hear each other. A 1v1 ladder of arenas runs on a single server.

Real models, your own

Bring weapons from FBX and characters rigged in Mixamo: the tools fit them to the game's hands and skeleton, and the server hands them to every player.

Progress that stays

A mode keeps what it wants on the server: ratings, records, unlocks. Arena 1v1 ships with an Elo ladder and a leaderboard; the bhop mode keeps every map's records.

Big servers, big worlds

Updates by distance, a byte budget per player and snapshots built on every core: roleplay and battle royale servers tested with 200 players on one map.

A server browser

Every public server in one list, with its mode, map, players and ping. Find a game, or find the community that plays the one you like.

Web pages, in the game

A browser built into the game draws your HTML on the screen or on a wall in the world, and treats every server's page as hostile: it reaches the game's API, nothing else.

07 — eSports

Build the next generation of eSports games.

Some of the biggest competitive games in history didn't start in a studio. They started as a community's idea, running on a community's server. Luderra is built so the next one can start on yours, with the netcode, anti-cheat, casting tools and hosting of a pro title already in place. You bring the game.

Invent

A format nobody has played

New objectives, new rules, new movement. Script the competitive game you wish existed, not another copy of the ones that do.

Compete

Tournament-ready from day one

Every mode runs on 128-tick, sub-tick netcode with anti-cheat, demos and live spectating. Your first match can already be your first cup.

Grow

A scene that belongs to you

Players join and get your game instantly, nothing to install. Your servers, your leagues, your rules: the community you build stays yours.

The platform your league, cup or clan has been waiting for.

Competitive scenes are built by communities, not by publishers. Luderra gives them the precision of a pro setup and full ownership of everything around it.

01

Competitive integrity, by default

128 tick, sub-tick shots and lag compensation that credits what the player actually saw, the same game at every tick rate: the practice server, the qualifier and the LAN final play alike.

02

Your format, your rules

Ready-up, knife rounds, overtime, tech pauses, map vetoes: script your tournament format in JavaScript. Ban a weapon or a whole category for a cup straight from the config, no code needed.

03

A whole bracket on one server

Every match in its own virtual world on the same map: 1v1 ladders, practice arenas, duels side by side. One box to run, one address for every player.

04

Built for casting and review

A live broadcast with a delay (GOTV) anyone can watch from the game, server-side demos, a free camera or any player's view. Everything your casters, coaches and referees need.

05

Cheap to host, easy to run

A native Linux server that runs on any VPS or LAN box, one plain config file, remote admin over RCON. A league can run dozens of servers without a dedicated ops team.

06

You own the scene

Your servers, your maps, your content, your community. No central gatekeeper decides what your league can play or how.

08 — Fair play

Built so cheating doesn't pay.

01

Server-side visibility

Enemies you can't see are never sent to your game. A wallhack has nothing to show.

02

Easy Anti-Cheat

Protected clients on every protected server, hosted on Windows or Linux. An unprotected game doesn't get to spawn.

03

Statistics & evidence

The server watches aim, reaction and bhop patterns and keeps a clip of every flag, so admins decide on proof, not on a feeling.

Work in progress

Early Access 2027

Luderra is still in active development. Everything on this page runs today in development builds, but features, visuals and balance will keep changing on the way to Early Access, and after it. Early Access opens in 2027.

NowCore game, netcode, modes, battle royale, vehicles, worlds of blocks, servers, anti-cheat, in development builds
NextContent, polish and closed testing with server hosts
2027Early Access opens