Roadmap: six players, bigger squads, talking soldiers

Now in the game (updated 8 Nov) for Ludo Fighters: 2 to 6 players on a new six-house board, 1 to 6 soldiers per team, soldiers that walk and talk, more sound.

5 min readBy the Ludo Fighters team

Update, 8 November 2026: everything in this report is now in the game: the six-house board for 2 to 6 squads, 1 to 6 soldiers per squad, walking soldiers with recorded voices and speech bubbles, a sound for every action, and map ambience. Online squads are in too. See what is in the release build. The report below is kept as it was first written.

The first release of Ludo Fighters is the game you can read about across this site: four squads, four soldiers each, gun-fight captures, four battlefields, Lumi AI and pass and play. This report is about what comes after that. Everything below is in development: it runs in our test build, but it is not in a released version yet, the details may change once we play-test it, and we are not giving dates.

Status key

  • In development: it works in our test build and is being play-tested, but it is not in a released version yet.
  • Planned: we want to build it and have thought it through, but work has not started.

If something moves from one list to the other, we will say so in a field report. If we drop an idea, we will say that too.

2 to 6 players, on a new six-house board

Status: in development.

Classic Ludo is a four-player game because the board has four corners. A square board cannot fairly seat five or six squads, so adding players means a new board: one with six houses arranged around the centre, each with its own start square, its own safe star and its own home lane.

The plan is to support anything from 2 to 6 players on that board, mixing humans and Lumi AI seats the same way Custom match does today. The four-house board stays exactly as it is. The six-house board is an extra choice, not a replacement.

The hard part is not drawing it. It is keeping the game fair and the right length. With six squads on the track, there are more enemies to fight and more soldiers to dodge, so we will have to tune the track length and the safe stars until a six-player game feels as tight as a four-player one. Pass and play also has to work around a table of six, which affects how the board turns and where each player's dice panel sits.

1 to 6 soldiers per team

Status: in development.

Every squad has four soldiers today, as in classic Ludo. We want to let you choose a squad size from 1 to 6 soldiers before a match.

  • 1 or 2 soldiers makes a fast game: every gun fight matters, and a knock-out can decide the match.
  • 4 soldiers stays the classic default.
  • 5 or 6 soldiers makes a longer, more tactical game with more ways to block, chase and protect.

This sits naturally next to the house rules you already set in Custom match, such as needing a 6 to leave base or winning when the first soldier gets home. Squad size changes how long a match takes, so we will show a rough guide in the setup screen.

Soldiers that walk and speak

Status: in development (walking is in the test build; the voice recordings are being produced).

In classic Ludo a piece jumps from square to square. Our soldiers walk: a short marching step between squares, with footsteps that match the battlefield, so a long move looks like a soldier crossing the board. Reduce motion skips it, the same way it skips the fights.

We are also giving soldiers voices, and this part is already under way. The squad callouts are already written and wired into the game: "Enemy spotted!" when a rival is one to six squares ahead, "Enemy down!" after a won fight, "Man down!" when you lose one, "Shield up!" when a shot bounces off a safe-star shield, "Mission complete!" when a soldier gets home, and "Victory! Squad wins!" at the end. The recordings are being produced and are coming with launch. The Squad voice switch in Settings will turn them off for anyone who prefers a quiet table.

A sound for every action

Status: in development.

Ludo Fighters already uses real recorded sounds for the dice, the wooden board, the reload, the pistol shot, the ricochet off a shield, the knocked-out fall and the respawn, plus battle music made in-house. You can hear all of them in the sound lab.

The goal now is simple: every action in the game gets its own sound. Selecting a soldier, a soldier that cannot move, entering the home lane, a soldier reaching the centre, switching battlefields, opening and closing menus. Small sounds, kept short, so the game tells you what happened even when you are not looking at the screen. Game sounds and music stay on separate switches, so you can keep one and mute the other.

Map ambience

Status: in development.

Each battlefield has its own look. We want each one to have its own sound too: a quiet background layer that matches the map. During a match it replaces background music, which now plays only in the menus and for big moments such as a gun fight or the end of the match.

  • Jungle: humid air and birds in the canopy.
  • Desert: wind across open sand.
  • Snowfield: a crisp, quiet hush and the crunch of snow.
  • Night Ops: a low, still night with distant sounds.

Ambience should sit underneath everything else and never cover the dice or the gun fights. The idea is for it to follow the Game sounds switch, so muting game sounds mutes the ambience too.

What does not change

None of this changes the core of the game. It is still Ludo: roll, move, land exactly on an enemy to capture, and get your squad home. Every capture is still a short cartoon gun fight with no blood, and knocked-out soldiers still respawn at their base.

Other ideas on the list, such as power-up squares, a shareable killcam, more battlefields and online squads, are covered on the roadmap page. The rules as they stand today are in how to play, and if you are new to the board game itself, start with the complete Ludo rules.

Have an idea or a strong opinion on six players? Write to us from the contact page. We read every message.

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Ready for Ludo with a little more fire?

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