Ludo Fighters sound labTurn it up. Then roll.

Real recorded dice, boots on wood, a reload and gunfire. A battle march written in code. Tap any pad on this page to hear exactly what plays in the game.

128 BPME minorEm · C · D · Bm30 s loop

Game sounds

Every sound, one tap away

These are the real files from the game. Each pad plays once; tap again to stop.

Dice

Every turn starts here.

Board

Wood under boots.

Gun fight

The moment the game is built around.

Cue sheet

A gun fight, by the millisecond

When your soldier lands on an enemy, the game schedules each sound on a timeline. Turn on fast animations and the whole sheet plays in about 0.8 seconds instead of 1.3.

0 ms250 ms500 ms750 ms1000 ms1250 msReload + fight sting0 msShot 1380 msShot 2560 msShot 3740 msBody fall900 msSmoke + respawn1300 ms

Battle music

Made in code, not licensed

The score is synthesised entirely in code by our own team: drums, bass, pads and brass voices built from scratch, no samples and no outside audio. A marching snare with rolls, taiko hits and low brass carry it.

Tempo
128 BPM
Key
E minor
Chords
Em–C–D–Bm
Loop
16 bars, 30 s
Drums
Snare rolls, taiko
Lead
Low brass

Em

E G B

C

C E G

D

D F# A

Bm

B D F#

16 bars at 128 BPM = 30 seconds, then it loops without a seam

Squad voice

The callout script

Your squad talks back: 39 recorded lines across 16 moments of a match, each with a speech bubble over the soldier who says it. Here are some of them.

Recorded and in the game
How a callout looks in a match: a speech bubble over the soldier who says it.In the game
Squad voice lines: the moment, when it plays, the line and how it is delivered
MomentWhen it playsLineDelivery
DeployA soldier leaves the base on a 6“Let's move!”Short, confident, like a squad leader
“Go, go, go!”Fast, energetic
“Soldier ready.”Calm, cool
Enemy spottedAfter your move an enemy stands 1 to 6 squares ahead of your soldier (you could hit them next roll)“Enemy spotted!”Alert, slightly hushed, radio style
“Contact ahead!”Alert, quick
“Target in sight.”Focused, low
Nearby enemyAn enemy soldier is 1 to 6 squares behind yours (they can reach you)“Wait, I'm coming for you!”Cheeky, playful threat, not angry
“You're mine!”Playful, confident
“Nowhere to hide!”Teasing
Open fireYour soldier starts the gun fight“Open fire!”Loud, commanding
“Take the shot!”Loud, urgent
Enemy downYour soldier knocks out an enemy“Enemy down!”Triumphant, short
“Target eliminated!”Triumphant, crisp
“Got him!”Excited
You got hitAn enemy knocks out one of your soldiers“Man down!”Urgent, disappointed
“I'm hit! Back to base!”Strained, then quick
“Retreat!”Urgent
Safe starA shot bounces off a safe star's shield“Shield up!”Relieved, quick
“Safe zone!”Relieved
HomeA soldier reaches the centre“Mission complete!”Proud
“Made it home!”Happy, relieved
VictoryYou win the match“Victory! Squad wins!”Big, celebratory
“We did it! Victory!”Big, celebratory
DefeatLumi AI or another player wins“Mission failed. Next time.”Disappointed but calm
“We'll be back.”Determined

Your ears, your call

Your mix in Settings

Music, game sounds and squad voice each have their own volume slider, in Settings and in the quick settings inside a match, so you can keep the gunfire and lose the music, or play in total silence on the bus. Try the switches here.

The Ludo Fighters settings screen with music, game sounds and squad voice, vibration and reduce motion

Credits

Recorded sounds are CC0 from Freesound

The dice, steps, reload, shots, ricochet, body fall and respawn come from Freesound recordists who released them into the public domain under CC0, trimmed and levelled by us. The music is our own, made in code. Full sources are on the credits page.

See the credits

Heard enough? Wait till you play it.

Ludo Fighters is coming soon to Android and iPhone. Read up on the rules now and be first in when the squads deploy.