Hi! I’m the engineer behind Robomates, and my goal is simple: make robots ridiculously fun to play with. This is the article where I’ll introduce different Robomates games.
All robots have a UHF antenna to scan tags which are attached to robots and to game objects. Long scanning differs from short scanning in that the player must continuously scan a tag for a certain period. In all games, a mode can be enabled that adds robot health, which decreases upon collisions and falls, making the robot slower, less stable, and harder to control. Another optional mode introduces active and passive abilities that depend on equipped customizations, but this significantly raises the entry barrier for players and spectators. To facilitate smoother learning for beginners, they can be given bonuses to stability, speed, etc.
[Free-for-All] Tag | The designated "it" player must chase and briefly scan the tags of other robots. Once a tag is scanned, the scanned robot becomes "it." The game continues indefinitely or for a set time.
[Free-for-All] King of the Hill | Players compete individually. The goal is to capture a base by long-scanning it and then preventing others from approaching it for a certain period.
[Free-for-All] Checkpoint Race | Bases are placed across the map, and players must scan them in a specific order. The first to complete the required number of laps wins. This game can be adapted into a parkour mode, where bases are hard to reach, and only one difficult lap must be completed.
[Free-for-All] Last One Standing | Bases are initially all active. Every N minutes, one base deactivates. A player who fails to scan a base in time is eliminated. Each base can only be scanned once per round.
[Free-for-All] The Floor is Sometimes Lava | Bases are scattered across the field in different colors. Each robot is assigned a target base color. Scanning the correct base awards one point and changes the robot’s color to the next target. At random intervals, a timer starts, forcing robots to scan any base within a few seconds, or they lose points. The player with the most points at the end wins.
[Free-for-All || Team vs Team] Arena | A classic deathmatch. Each collision decreases a robot’s health, with side impacts being more damaging. Lower health results in slower movement, reduced stability, and poorer control. Fallen robots are either eliminated or lose points but may re-enter after a time delay. The last robot standing wins. A team variant is available.
[Team vs Team] Freeze Tag | One or more "it" players must freeze all opponents within the time limit. A short scan from "it" freezes a robot in place until a teammate unfreezes it by scanning its tag.
[Team vs Team] Capture the Flag | Each team has a flag that the opposing team must capture (by scanning the enemy base) and return to their own base. The flag carrier is slow and unstable. The flag cannot be captured if the team’s own flag is not at its base. If the flag carrier falls, enemies can scan the robot’s tag to return the flag to base, while teammates can scan it to continue carrying the flag. If the flag remains unclaimed for a period, it returns to base automatically.
[Team vs Team] Base Capture | Players must capture bases by long-scanning them. Once captured, bases change to the team’s color and generate victory points over time. A captured base can be neutralized by an opposing team’s long scan, after which the original owners can quickly reclaim it. The first team to reach the required points wins.
[Team vs Team] Flag & Base Capture | A combination of "Capture the Flag" and "Base Capture." Teams gain points over time from captured bases and receive bonus points for delivering the flag to one of their bases. The flag resets after delivery. If dropped, the flag can be picked up by another team.
[Team vs Team] Possessed Demons | Bases contain demons that possess robots upon scanning. A possessed robot generates points for its team but gradually slows down and becomes harder to control. If the robot falls, the demon returns to its base. The first team to accumulate enough points wins.
[Team vs Team] Castle Siege | One team defends a base while the other must break through and long-scan it within a set time. The game is enhanced by terrain features such as gates, bridges, and elevators.
[Team vs Team] Resource Mining | Inactive bases activate at random. The first player to long-scan an active base earns points for their team. The team that reaches the required score first wins.
[Team vs Team] Relay Race | Similar to "Checkpoint Race" but in teams. After each lap, a runner must scan a teammate to transfer scanning ability. The first team to complete the required laps wins.
[Team vs Team] Railcart Battle | Carts move slowly from a starting point to a goal. Players can repaint a cart to their team’s color by scanning it, but there’s a cooldown between scans. The more times a cart has been painted, the more it must be repainted by the other team. Points are awarded when a cart reaches the goal in a team’s color.
[Team vs Team] Train Defense | A moving train must be defended by one team while the other tries to board and long-scan the base inside. The defending team must periodically bring fuel from bases to keep the train running.
[Team vs Team] Resource Collection | Resources are scattered across the field. Players must scan and carry them back to their base to score points. Carriers move slowly and are unstable. Dropped resources can be picked up by other players. If unclaimed for too long, resources return to their starting position. The first team to reach the required score wins.
[Team vs Team] VIP Escort | One team must escort a slow-moving VIP robot along a route while scanning bases. Teammates protect the VIP, while opponents try to knock it down before reaching the destination.
[Team vs Team] Zombie Apocalypse | One infected robot starts the game and tries to scan healthy robots to turn them into zombies. The goal for humans is to survive until time runs out. Zombies are slower and less agile. A health mechanic can be added, affecting speed and control.
[Co-op] Firefighting | Bases are categorized as water wells and forests. Forest bases occasionally catch fire and must be extinguished by long-scanning after retrieving water from a well. Carrying water slows the robot. Fires spread over time, and if all bases burn, players lose. The goal is to last as long as possible.
[Co-op] Keep the Train Running | Players must continuously bring fuel from scattered bases to keep a train moving. If it remains stopped for too long, players lose.
[Training] Attack Practice | Some robots follow pre-set movement patterns (stationary, circular, back-and-forth, etc.). Players practice attacking by trying to knock them over.
[Turn-Based Strategy & Team vs Team] Worms Armageddon v99.1 A turn-based strategy where players control multiple robots, switching freely between them. Robots have fuel, health, and magic charge. Items (health packs, fuel, magic batteries) are stored in backpacks upon scanning a base. Robots take fall damage and impact damage. Low health reduces speed and control.
Customization affects abilities, such as freezing, restoring fuel, absorbing resources, stealing items, resurrecting robots, and copying abilities. Players take turns with a time limit per move.
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