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.
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.
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.
| Moment | When it plays | Line | Delivery |
|---|---|---|---|
| Deploy | A 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 spotted | After 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 enemy | An 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 fire | Your soldier starts the gun fight | “Open fire!” | Loud, commanding |
| “Take the shot!” | Loud, urgent | ||
| Enemy down | Your soldier knocks out an enemy | “Enemy down!” | Triumphant, short |
| “Target eliminated!” | Triumphant, crisp | ||
| “Got him!” | Excited | ||
| You got hit | An enemy knocks out one of your soldiers | “Man down!” | Urgent, disappointed |
| “I'm hit! Back to base!” | Strained, then quick | ||
| “Retreat!” | Urgent | ||
| Safe star | A shot bounces off a safe star's shield | “Shield up!” | Relieved, quick |
| “Safe zone!” | Relieved | ||
| Home | A soldier reaches the centre | “Mission complete!” | Proud |
| “Made it home!” | Happy, relieved | ||
| Victory | You win the match | “Victory! Squad wins!” | Big, celebratory |
| “We did it! Victory!” | Big, celebratory | ||
| Defeat | Lumi 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.

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.
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.