In development · Early Access in 2027

LUDERRA

Play. Create. Compete.

A competitive shooter built to be built on. Play the modes it ships with, or create a game nobody has played before and open it to the world, with pro-grade netcode, anti-cheat and hosting already done.

Luderra in-game screenshot
128tick servers
Sub-tickshots, where you looked
Any modeyou can script, JS or TS
Win + Linuxdedicated servers

01 — A platform, not a playlist

Don't just play Luderra. Build your own game on it.

Most shooters hand you a list of modes. Luderra hands you the engine. Every server can run a game nobody has played before, with its own rules, objectives, physics, interface, maps, models and sounds. The hard parts are done: netcode, movement, anti-cheat, hosting. What's left is the part that's yours.

1

Write the rules

JavaScript or TypeScript on Node.js, npm packages included. Hook any moment of the game: spawns, shots, damage, deaths, zones, rounds, every tick. Change gravity and air control, spawn solid objects that can be shot down, set the sky and fog, draw the radar.

2

Design the experience

Your own interface in HTML: shops, scoreboards, skill trees, a whole card table. Your own maps, models, weapons and sounds. A client script for what runs on the player's side.

3

Open the server

Players join and get everything automatically, verified on the way in. No mod manager, no installs, no patching the game. Your mode is live the moment your server is.

In practice

A new game in a dozen lines.

Low gravity, auto-hop, a night sky and headshots only. Not a preset, not a settings screen: rules you wrote, running on your server, played by anyone who joins.

  • No hidden engine features. The 18 modes that ship with Luderra, from bomb defusal to a full poker table, are built on the same public API you get.
  • Start anywhere. Fork a shipped mode and change what you want, or start from an empty file.
  • Safe by design. Scripts reach the documented services and nothing else, on the server and on the player's machine.
modes/moonshot/mode.ts
// A game that didn't exist five minutes ago
mode.on_start = () => {
  mode.physics = { gravity: 250, airaccelerate: 100, autobhop: true };
  mode.environment = { sky: [0.02, 0.02, 0.05], fog_density: 0.015 };
};

// headshots only: every other hit does nothing
mode.on_player_damage = (victim, attacker, damage, hitgroup) =>
  hitgroup === 1 ? 1000 : 0;

mode.on_player_death = (victim, attacker) => {
  mode.message(-1, `${mode.name_of(attacker)} took the shot`);
  mode.schedule(2, () => mode.respawn(victim));
};

Nobody has built these yet. You could.

Battle royaleA shrinking zone, loot on the floor, one survivor.
Fortress defenceBuild barricades and sentries, hold them against waves.
RPG serverLevels, classes, a skill tree and progress that stays.
Parkour leagueCheckpoints, timers and a leaderboard per map.
HeistCrack the vault, carry the loot out, the other team defends.
Your ideaIf you can describe the rules, you can script them.

02 — Netcode

Your click lands where you saw it.

Precision is the whole game. Luderra's server runs at 64, 100 or 128 ticks a second, the host's choice, and plays exactly the same game at every rate: same movement, same fire rate, same spray.

7.8 ms between ticks

Without sub-tick, your shot would wait for the next tick. In Luderra it fires at the exact moment you clicked, with the exact view you had.

Sub-tick shots

The client sends the exact instant and angle of every shot between two ticks. The server checks it against the path your view actually took, so there's no silent aim and nothing gets rounded off.

Lag compensation

The server rewinds every hitbox to the moment you saw it, blending between ticks. In our tests, head-shots register on a moving target at every latency we measured.

Adaptive interpolation

Players move smoothly on a clean connection and stay smooth on a jittery one: the buffer adapts to your connection, capped so it never costs you reaction time.

03 — Gameplay

Movement you learn once and master for years.

Bunny hops, strafe air control, counter-strafing, and the recoil and fire rate of the weapons you already know. The skill ceiling stays high on purpose.

  • Classic movement. Air strafing and bhop that reward timing, not scripts.
  • Authentic weapons. Cadence, spray and damage tuned to the tick, identical at 64 and 128.
  • Grenades that change a round. Volumetric smoke that fills the space, molotov fire, flashes, HE and decoys.
  • Buy menu, bots, spectating. Bots with real navigation, free spectator camera, demo recording on the server.
Gameplay screenshot

Looks

Modern light. Or the classic look, one switch away.

HDR lighting with filmic AgX tone mapping, volumetric smoke and fire, and a modern menu where every setting lives: audio, controls with key rebinding, graphics and a microphone test. Prefer the old-school look? Switch to the classic style.

Volumetric smoke screenshot

04 — Modes

Eighteen modes to play, or to build from.

From 5v5 bomb defusal to poker at the table, every mode ships as an open script: play it as it is, change it, or use it as the starting point of something entirely new.

Defuse Deathmatch Retakes Wingman Arms Race Gun Game Bunny Hop KZ Timer Deathrun Hide & Seek Jailbreak Zombie Plague Furien Class Arena Capture the Flag King of the Hill Payload Poker + yours

05 — Community servers

Host it. Script it. Own it.

Luderra is built around community servers, like the shooters that grew whole scenes around them. One config file, one command, and your server is live.

Dedicated servers, Windows & Linux

A native Linux server for your VPS, or host straight from the menu. Tick rate, friendly fire, voice rules and more live in one plain server.cfg.

Content comes with the server

Join and you get the server's maps, models, skins and sounds, downloaded and checked by content, never trusted by file name. No mod folders to manage.

Bring your maps

Import classic BSP maps, build new ones in TrenchBroom, or ship native .luderra packages. Textures are resolved by name from the server's own content.

Voice, the server's way

Crisp Opus voice on one key, V. The server decides how it carries: proximity, team only or everyone, and whether the dead can talk to the living.

Demos & spectating

Record matches on the server, watch them back, and spectate live with a free camera or from any player's eyes.

Bots that know the map

Fill the empty slots with bots that navigate, fight and pick weapons, in any mode.

06 — eSports

Build the next generation of eSports games.

Some of the biggest competitive games in history didn't start in a studio. They started as a community's idea, running on a community's server. Luderra is built so the next one can start on yours, with the netcode, anti-cheat, casting tools and hosting of a pro title already in place. You bring the game.

Invent

A format nobody has played

New objectives, new rules, new movement. Script the competitive game you wish existed, not another copy of the ones that do.

Compete

Tournament-ready from day one

Every mode runs on 128-tick, sub-tick netcode with anti-cheat, demos and live spectating. Your first match can already be your first cup.

Grow

A scene that belongs to you

Players join and get your game instantly, nothing to install. Your servers, your leagues, your rules: the community you build stays yours.

The platform your league, cup or clan has been waiting for.

Competitive scenes are built by communities, not by publishers. Luderra gives them the precision of a pro setup and full ownership of everything around it.

01

Competitive integrity, by default

128 tick, sub-tick shots and lag compensation that credits what the player actually saw. Every duel is decided by aim and timing, not by the server's rounding.

02

The same game on every server

Movement, fire rate and spray are identical at 64, 100 and 128 tick. The practice server, the online qualifier and the LAN final play exactly alike.

03

Your format, your rules

Ready-up, knife rounds, overtime, tech pauses, map vetoes: script your tournament format in JavaScript. Ban a weapon or a whole category for a cup straight from the config, no code needed.

04

Anti-cheat admins can act on

Easy Anti-Cheat on every protected server, wallhack-proof visibility on the server, statistical flags and evidence clips. Disputes are settled with proof, not guesswork.

05

Built for casting and review

A live broadcast with a delay (GOTV) anyone can watch from the game, server-side demos, a free camera or any player's view. Everything your casters, coaches and referees need.

06

Cheap to host, easy to run

A native Linux server that runs on any VPS or LAN box, one plain config file, remote admin over RCON. A league can run dozens of servers without a dedicated ops team.

07

Players stay protected

No player ever sees another player's IP address, so a rival can't take someone offline before a decider.

08

You own the scene

Your servers, your maps, your content, your community. No central gatekeeper decides what your league can play or how.

07 — Fair play

Built so cheating doesn't pay.

01

Server-side visibility

Enemies you can't see are never sent to your game. A wallhack has nothing to show.

02

Easy Anti-Cheat

Protected clients on every protected server, Windows and Linux alike. An unprotected game doesn't get to spawn.

03

Statistics & evidence

The server watches aim and reaction patterns and keeps short evidence clips for admins to review.

04

Your IP stays yours

Other players never see your address. Nothing about the connection is shared with them.

Work in progress

Early Access 2027

Luderra is still in active development. Everything on this page runs today in development builds, but features, visuals and balance will keep changing on the way to Early Access, and after it. Early Access opens in 2027.

NowCore game, netcode, modes, servers, anti-cheat, in development builds
NextContent, polish and closed testing with server hosts
2027Early Access opens