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A member registered Aug 09, 2019 · View creator page →

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You are having the users transmit passwords plaintext within TLS.

This is true, but this is how many sites—including—work.

The second is that makes me believe that you're storing unhashed passwords. 

Passwords are salted and hashed before being stored in the database.

Players! DO NOT USE A PASSWORD HERE THAT YOU USE ANYWHERE ELSE! This game handles passwords in in a potentially unsecure manner.

Players, please follow this advice for every single website or game you ever touch regardless of their security practices; password managers like LastPass or KeePass will help facilitate this.

Finally, if anyone wants to avoid providing a password to Bot Land altogether, just use a guest account to play.

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Hey, there is a downloadable version on Steam:

If the web version is slow though, then the desktop version will likely be slow too. Do you have hardware acceleration enabled in your browser?

Like I said, I'm not sure a tooltip would be the best fit. For one, they can show on mobile in Bot Land when you press and hold something without letting your finger off of it. Also, while I'm not a UX expert, my view on tooltips is that they are good for information that users have a hard time remembering, but once you learn about the in-game documentation or the "help" button, then I don't think you ever need to relearn it. With that said, there is a UX designer behind the UI that you see in Bot Land, so I will likely consult him if I ever get to tackling this issue. I would probably go about it via other educational means like a tutorial, video, or section for tips somewhere in the game.

I'm not sure if you meant to attach a screenshot, but I'd be happy to help clarify a script if you're having troubles. I mentioned in another comment here that there is in-game documentation that you can find from the ❔ button in the script editor. It says this about "willMissilesHit":

Also, I don't know if you watched the video that pops up when you first go to the script editor, but it could shed some light on terminators and the "exists" block: 

I'd love for there to be better content for teaching this directly in the game (as opposed to on YouTube). It's on the roadmap, but I don't know when it will actually be in the game. My guess is that it probably wouldn't be before mid-2020 (if Bot Land is still in development then).
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I'm not sure a tooltip would be the best fit, but if you right-click a block and choose "help", it will bring you to that part of the documentation:


(EDIT: this same menu shows up on a long press on mobile)

I agree that "proper" debugging would be amazing, but I think it would be prohibitively difficult to add. 😢 The in-game documentation would probably help you out greatly—click the ❔ in the script editor to see it. There, you'll find information on how "x" works (see image below) or the debugLog function: 

I need to add more pointers to this knowledge since players currently have to discover it for themselves. I have some ideas on how to do this, but I'm currently focusing on stabilizing from all of the other bugs/feedback that I've gotten post-launch.

I hope you've been enjoying Bot Land, and thank you for playing!

No, there isn't. Copy/pasting a response to another player with the same question (not here on though):

Part of the reason this isn't possible is because the plan is to eventually have attack- or defense-only items and APIs. Another reason is that scripts will rarely work as both attack and defense strategies. And the final reason is that there are other mechanisms planned for sharing snippets of scripts as a user, but I can't say whether it will make they will make it into the game or how long they would take. 😢

I'm not sure what you mean by this: "It seems like I'm able to change all kinds of things about the robots, so why not just let the player make their own robots?" Players in Bot Land can make their own robots, from looks to items to exact behaviors (thanks to the scripting system).

I do agree that the game isn't for everyone, but I'd love to improve it, so if there's anything in particular where you felt overwhelmed, please let me know!

Sorry, we haven't produced a 32-bit Windows version. There's a lot of post-launch chaos to tackle, so I'll add this to the list, but I can't promise a timeline. :(

Does the web version work for you on your system? I'm not proposing it as a fix, but it would work around your issue for now. All platforms use the same account data, so you can always continue where you left off if we do end up producing a 32-bit Steam version.

There's a downloadable Window client on Steam:

This is something that we'd love to support, but we're a very small team. If the launch goes well enough to support development in 2020, then localization will be high on the TODO list!