Exo Star (Bot Battle Royale)

Bots That Play Like Players
Every lobby is packed with opponents that think, loot, rotate, and fight with the same rules you do — no aimbot snaps, no wallhacks, no perfect knowledge of where you are.
Each bot walks in with its own personality: hot-drop maniacs, patient campers, aggressive third-partiers, and panicky runners. Skill is not a single slider. Aim, movement tech, aggression, and nerve are rolled separately, so one squadmate can laser you while another fumbles a reload and sprints for cover.
They hear you before they see you. Gunshots carry. Footsteps give them away up close. Incoming fire is treated as information — they turn, hunt the shooter, and will break off a stale duel if someone is dumping rounds into their back.
Contacts are acquired with a human delay. Tracking settles over time, then wobbles under spray, slides, and bunny hops. Mag empty? They knife out, hop off the angle, and reload on the move. Wrong gun for the distance? They swap. Cornered? They peek, strafe, slide-jump, throw nades to flush, and smoke a retreat. Lost you around a corner? They chase a >span class="font-semibold" data-streamdown="strong">guess from your last heading — not your true position.
The map is part of the fight. Bots vault ledges, climb walls, ride ziplines, take vehicles, hesitate at doors, and sometimes close them behind. They loot what they actually need, rotate for the next ring, third-party distant gunfights, and in the final circle the patient ones hold cover instead of running into the open.
In squads they regroup, share contacts, revive under fire, and ride with you — pile out to fight, or keep the skiff running as a taxi. They are not filler. They are a full lobby that will punish a loud drop and respect a quiet third.

Ranked Ladder
Rank is the only thing that survives the match. Every game pays out RP (Rank Points). Your badge, division, and progress bar are all derived from that one number.
Seven tiers
| Tier | Divisions | RP floor |
|---|---|---|
| Bronze | IV → I | 0 |
| Silver | IV → I | 1,200 |
| Gold | IV → I | 2,400 |
| Platinum | IV → I | 4,000 |
| Diamond | IV → I | 6,000 |
| Master | — | 8,400 |
| Apex Predator | — | 11,000+ (open ladder) |
Fill the bar to promote. Drop below the floor and you demote. Apex Predator has no further rank — RP just keeps climbing.
How a match is scored
You pay an entry cost up front (0 in Bronze, rising to 72 at Apex Predator). Then the match pays you back:
- Placement is the bulk of the payout — +100 / +60 / +45 for 1st / 2nd / 3rd. Deeper finishes scale with how much of the field you beat, so 8th in a small lobby is worth more than 8th in a huge one.
- Kills add +12 each, capped at 6 — a hot drop cannot out-earn a win.
- Damage is a small nudge: +5 per 400 damage, capped at +15. Quiet support still shows up; it will not carry the rank.
Net RP = placement + kills + damage − entry. A quiet 3rd and a loud 8th land in the same neighbourhood. Survive, place, then pad with fights — that is how you climb.

An offline first-person battle royale. Drop, loot, rotate with the circle, and fight. Lobbies are filled with bots — no online matchmaking.
Apex-Style Movement
The motor is built around Apex's movement kit — the same inputs, the same chains. Bots use it too.
Tactical sprint. Hold forward + sprint for a burst of speed. Drawing a gun after a tac sprint costs a short delay, same as Apex. Holster the melee and you outrun a tac sprint entirely — knife out is the fastest way across the map.
Slide. Sprint + crouch dumps you into a low, fast slide. Downhill slopes add speed. The capsule shrinks so you actually fit under lintels and through cabin windows instead of eating the ceiling.
Slide jump & bunny hop. Jump out of a slide and the speed carries. Land and tap jump again inside a short window and the hop chains — the combat dash bots throw at you is this, not a scripted animation.
Wall climb. Hold jump into a wall in the air and you scale it. Stamina lasts about one storey — enough to clear a floor and a second-story window sill. Top out and the mantle pulls you over the lip into the room (and can punch through glass on the way in).
Wall jump / climb-then-bounce. Jump next to a wall while looking or strafing away and you kick off it. Climb, then look and move off the face, and you bounce — Apex's climb-then-bounce, not a second grab. Same-wall spam is gated; the kick carries extra air accel so the bounce actually goes somewhere.
Mantle / vault. Jump a crate, railing, or window sill (up to ~2 m) and the body hops up-and-in on a shortened capsule, so through-window landings work instead of wedging on the frame.
Ziplines. Grab anywhere on the cable, not just the mast. Sprint to ride faster. Jump to drop. Jump + crouch is the rope super jump — launch off the line with height and speed, the bail bots use when they get shot mid-ride.
The small stuff that makes it feel right. Coyote time and jump buffering so ledge hops are not frame-perfect. Air steer from look/yaw so you can cut in the air. ADS slows you. Crouch, slide, and mantle each change stance height. Skydive: look down to dive, cut the chute, auto-deploy, safety chute near the ground.
Not in this build: full tap-strafe, super glide, lurch / neo-strafe, or the rest of the ranked movement tech tree. The kit above is the everyday Apex language — slide, climb, bounce, zip, hop — not the exploit layer on top of it.
Three maps (alien frontier, glacier, carrier). Solo or trios with bot teammates. Hover bikes on land and water. Ranked RP, a battle pass, and a cosmetics shop are all local.
| Published | 14 days ago |
| Status | Released |
| Platforms | HTML5 |
| Author | chunchun |
| Genre | Shooter, Survival |
| Tags | 3D, battle-royale, First-Person, FPS, Indie, Robots |
| AI Disclosure | AI Assisted, Sounds |
