2D Tactical Bomber · Arcade Action · Browser

BOTTARU

PLANT · ESCAPE · CHAIN · SURVIVE

Compact arenas. Limited explosive power. Destroy the environment, collect upgrades, control territory and eliminate every rival Bottaru before the arena collapses around you.

4–8PLAYERS
3–6 MINPER MATCH
60 FPSDESKTOP
5BOTTARU
MOVE TO EXPLORE THE ARENA
▼ SCROLL TO ENTER THE BLASTYARDS ▼
Live demo · Blastyards training arena

Try a Match

A slice of the real loop: Move → Plant → Escape → Detonate → Collect → Upgrade → Trap → Survive. Bombs detonate horizontally and vertically, break crates, reveal upgrades and trigger every other bomb they touch.

ENTER THE ARENA

Move with WASD or the arrow keys. Press SPACE to plant an Ignite Core. Blow up crates, chain your bombs and eliminate both rival Bottaru.

Press R at any time to restart
Chapter 07 · Arena design

Welcome to the Blastyards

Permanent walls, breakable crates, explosive barrels, generators, hidden passages and moving machines — packed into arenas small enough that every bomb matters.

◆ BOTTARU · LIVE ARENA ◆
4–8

Compact Arenas

Grid layouts tuned so no player is ever more than a few tiles from a fight.

LIVE

Everything Breaks

Crates, barrels and generators reshape the map every single round.

SKILL

No Pay-To-Win

Cosmetics only. Blast damage, capacity and speed are earned in-match.

SOON

Browser First

60 FPS on ordinary laptops. No download, no launcher, no install.

MOVE YOUR CURSOR · CLICK TO DETONATE
Chapter 18 · Visual identity

The Ignite Core

The signature Bottaru bomb is a compact pressurised Ignite Core capsule — chunky, top-heavy, wound like a machine and always one fuse away from rearranging the arena. It is the primary visual symbol of the franchise, and every sprite on this page is built from the same pixel model.

  • Chunky silhouette — readable at 32 pixels, still readable at 320.
  • Animated fuse — spark intensity rises as the fuse burns down.
  • Wind-up key — the mechanical tell that this thing is already armed.
  • Warm rim light — keeps the dark shell legible against dark arenas.
FUSE~2 seconds
BLAST4-directional cross
CHAINSInstant on contact
PALETTE5 colours, 9 shades
Chapter 02 · The world of Bottaru

The Blastyards

Deep beneath the surface lies Bottara, an industrial world powered by an unstable mineral known as Ignite Core. For generations engineers compressed it into small explosive capsules that powered machines, cities, vehicles and weapons.

Eventually the supply became scarce. The largest factions began competing for the remaining Core Fields — and instead of sending armies, disputes are now settled inside enormous industrial combat arenas.

Walls breakMachines explode Power changes handsOne Bottaru leaves standing
01
💣

Chain Reactions

One explosion reaching another bomb detonates it instantly. Bomb A → Bomb B → Fuel Tank → Bomb C → Enemy.

02

Live Arenas

Collapse, power surge, core overload, magma rise and blackout keep anyone from camping a safe corner.

03
🧨

Ignite Core

The signature bomb is a compact pressurised capsule — not a round black bomb. It is the symbol of the franchise.

04
🏆

Skill First

Core competitive stats reset each standard match. Progression unlocks style, never blast damage.

Chapter 06 · Bottaru characters

Pick Your Fighter

Instead of every player having identical abilities, BOTTARU introduces specialised fighters. Each Bottaru has one tactical ability — different strategies, never pay-to-win advantages.

Chapters 07–09 · Arena design & game modes

Where You Fight

Bottara Factory

Industrial pipes, generators, steam vents and explosive fuel tanks.

Neon District

Cyberpunk streets filled with electrical hazards and vending machines.

Scrap Valley

A massive junkyard containing moving crushers and scrap piles.

Core Laboratory

Experimental reactors periodically change sections of the arena.

Magma Vault

Lava gradually destroys parts of the playable map.

Dynamic Events

Arena Collapse · Power Surge · Core Overload · Magma Rise · Blackout.

01

Blast Royale

Classic free-for-all. 4–8 players. Last Bottaru standing.

02

Core Rush

Collect Ignite Cores across the arena. Most cores when the timer ends wins.

03

Duo Blast

2v2 or 4v4 tactical combat. Teams coordinate traps and chain reactions.

04

Bomb Run

Race through obstacle-heavy environments, using explosives to create paths.

05

Survival Yard

Increasingly difficult waves of enemies and environmental hazards.

06

Ranked Arena

Competitive matchmaking: Copper → Iron → Chrome → Ignite → Nova → Blastmaster.

Chapter 20 · Development roadmap

Build Order

PHASE 01

Core Prototype

  • Player movement
  • Tile collision
  • Bomb placement
  • Explosion propagation
  • Destructible blocks
  • Player elimination
PHASE 02

Game Systems

  • Power-ups
  • Multiple maps
  • Environmental objects
  • Character abilities
  • Basic bots
  • Match UI
PHASE 03

Game Feel

  • Pixel animations
  • Explosion VFX
  • Sound design
  • Camera effects
  • Improved UI
  • Character skins
PHASE 04

Multiplayer

  • Online rooms
  • Match synchronization
  • Server validation
  • Player profiles
  • Matchmaking
PHASE 05

Competitive Layer

  • Rankings
  • Seasons
  • Statistics
  • Leaderboards
  • Missions
  • Tournaments
PHASE 06

Ecosystem

  • Marketplace
  • Seasonal economy
  • Community events
  • Optional $BOTT integration
  • Creator arenas

Move. Plant. Escape. Explode.

A beginner can understand BOTTARU within one match. A competitive player can spend hundreds of matches mastering bomb timing, chain reactions, area control, prediction and environmental manipulation.

BOTTARU / HOW TO PLAY

How to Play

BOTTARU uses a top-down 2D arena divided into movement tiles. Every player begins with 1 bomb, low blast range, standard movement speed and one basic Bottaru ability. Everything else is earned inside the match.

Chapter 03 · Core gameplay

The Combat Loop

1

Move

Navigate the tile grid and read where the walls, crates and rivals are.

2

Plant

Deploy an Ignite Core capsule. A short fuse starts immediately.

3

Escape

Blasts travel horizontally and vertically. Leave the cross before it fires.

4

Detonate

Break crates, trigger nearby bombs, activate machines, open new routes.

5

Collect

Destroyed blocks reveal temporary upgrades. Grab them before rivals do.

6

Upgrade

Range, capacity and speed stack — your power curve is earned per match.

7

Trap

Cut escape routes and force opponents into a blast cross they cannot leave.

8

Survive

A normal match lasts 3–6 minutes. Only one Bottaru leaves standing.

Chapter 15 · Explosion logic

How a Blast Resolves

The core technical system is intentionally deterministic — predictable, competitive and lightweight enough for browser deployment.

  • Explosion begins on the bomb tile.
  • The engine checks four directions: up, down, left, right.
  • Blast propagation continues based on the owner's current blast range.
  • Permanent walls stop propagation.
  • Breakable objects are destroyed and stop that blast path.
  • Bombs hit by the blast trigger immediately.
  • Players inside affected tiles are eliminated — or protected by active defensive effects.
Chapter 04 · Chain reaction system

Chains Are the Game

When one explosion reaches another bomb, the second bomb immediately detonates. A skilled player can build sequences across different sections of the map.

BOMB A → BOMB B → FUEL TANK → BOMB C → ENEMY
  • Early game rewards exploration.
  • Mid game rewards positioning.
  • Late game rewards execution.
  • A five-bomb chain should feel dramatically more satisfying than five independent explosions.
Chapter 05 · Power-up system

Temporary Upgrades

Destroying blocks can reveal temporary upgrades. Power-ups reset between standard matches to maintain competitive balance.

Blast Core

Increases explosion range. 1 → 2 → 3 → 4+ tiles

Bomb Pack

Allows additional bombs to exist simultaneously. 1 → 2 → 3 → 4+

Turbo Boots

Increases movement speed.

Detonator

Allows the player to manually trigger deployed explosives.

🛡

Reinforced Shell

Allows the player to survive one explosion.

👻

Ghost Step

Temporarily allows movement through destructible objects.

🦶

Kick Module

Allows bombs to be kicked across the arena.

🤾

Throw Module

Allows bombs to be thrown over walls.

🧲

Magnet Core

Pulls nearby dropped resources toward the player.

Chapter 08 · Dynamic arena system

The Arena Fights Back

Unlike completely static bomber arenas, some BOTTARU environments evolve during the match. These events prevent players from remaining in safe areas indefinitely.

Arena Collapse

Outer sections become inaccessible.

Power Surge

Electronic objects temporarily activate.

Core Overload

Bomb fuse times become shorter.

Magma Rise

Hazardous tiles begin consuming the arena.

Blackout

Visibility becomes temporarily limited.

Ready?

The training arena is waiting on the home page.

▶ PLAY NOW
BOTTARU / HOW TO EARN

How to Earn

BOTTARU is designed around a sustainable gameplay economy rather than unlimited reward emissions. You earn by playing — and BOTTARU separates competitive power from player progression.

Chapter 12 · Game economy

The Economic Loop

1

Play

Enter matches across every mode.

2

Earn

Matches pay out XP, Scrap and Core Fragments.

3

Customize

Spend on skins, effects, emotes and banners.

4

Compete

Enter ranked seasons and tournaments.

Design rule: resources are consumed through character unlocks, cosmetic crafting, skin upgrades, seasonal collections, tournament entry, profile customization and limited event items — creating continuous resource sinks inside the game.
Chapter 10 · Progression

What Matches Pay

XP

Used to increase account level.

⚙️

Scrap

Standard gameplay currency.

🔶

Core Fragments

Rare rewards from challenges and special events.

Progression Unlocks

Bottaru charactersCharacter skinsBomb skins Explosion effectsEmotesVictory animations Player bannersArena cosmeticsProfile badges

Core competitive statistics reset at the beginning of each standard match. This keeps the primary PvP experience skill-based.

Ranked Seasons

RANKTIER
CopperEntry
IronFoundation
ChromeConsistent
IgniteAdvanced
NovaElite
BlastmasterApex
Chapter 11 · Mission system

Rotating Objectives

Mission systems provide alternative objectives beyond simply winning matches.

Destroy 50 Blocks

Reward: Scrap

Trigger 10 Chain Reactions

Reward: Core Fragments

Win Without Taking a Shield

Reward: XP bonus

Eliminate 3 Opponents Using Environmental Objects

Reward: Cosmetic drop

Travel 500 Arena Tiles

Reward: Scrap

Win a Match Using Only Two Bombs

Reward: Badge

Note: the whitepaper v1.0 describes an in-game earning economy. Any on-chain layer is optional and described on the Tokenomics page — it does not determine combat strength.
BOTTARU / TOKENOMICS

$BOTT

Chapter 13 of the whitepaper describes an optional token layer. If BOTTARU is later connected to an on-chain ecosystem, $BOTT would act as an ecosystem and community asset — never as a determinant of player combat strength.

Optional layerNot live yetCommunity assetNon-combat utility

Potential Utility

🎨

Special Cosmetic Collections

Limited skins, bomb capsules and explosion effects.

🏟️

Tournament Access

Entry into competitive bracket events.

🎉

Community Events

Seasonal happenings run with the player base.

💧

Seasonal Reward Pools

Prize pools tied to each competitive season.

🛒

Marketplace Settlement

Settlement asset for the cosmetic marketplace.

🗳️

Community Voting

Direction-setting for events and content.

🔨

Limited Crafting Systems

Rare crafting recipes gated by community supply.

Never Pay-to-Win

Money should never increase blast damage, bomb capacity or movement statistics inside ranked matches.

🧠

Skill First

Competitive gameplay stays separated from wallet size. Skill remains the primary competitive advantage.

Illustrative Allocation

Whitepaper v1.0 does not publish a final distribution. The split below is an illustrative placeholder for design discussion only — replace it once the ecosystem phase is confirmed.

35% ECOSYSTEM
20% REWARDS
15% TEAM
15% TREASURY
15% LIQUIDITY
Ecosystem & community events Seasonal reward pools Team (vested) Treasury Liquidity
Placeholder: these percentages are not stated in the BOTTARU Game Whitepaper v1.0 and should not be treated as a commitment, an offer, or financial information.

Buy Token

$BOTT is not live. When the ecosystem phase (Phase 06) opens, the purchase link will be published here. Until then, everything in BOTTARU is earned by playing.

BOTTARU / WHITEPAPER

Whitepaper

Game Whitepaper v1.0 — Genre: 2D Tactical Bomber / Arcade Action. Style: Pixel Art · Competitive · Fast-Paced · Multiplayer-Ready. Platform: Web / Desktop Browser.

01 · Overview

A fast-paced 2D tactical bomber game built around positioning, timing, chain reactions and controlled destruction. Plant. Escape. Chain. Survive.

02 · The World of Bottaru

Bottara, Ignite Core, scarce Core Fields and the industrial combat arenas known as The Blastyards.

03 · Core Gameplay

Top-down tile arena. 1 bomb, low blast range, standard speed, one basic ability. Matches run 3–6 minutes.

04 · Chain Reaction System

Explosions detonate other bombs instantly, letting skilled players manipulate the whole battlefield.

05 · Power-Up System

Blast Core, Bomb Pack, Turbo Boots, Detonator, Reinforced Shell, Ghost Step, Kick, Throw, Magnet Core.

06 · Bottaru Characters

RAKKU, MOKI, GARA, ZAPPA and KIBI — one tactical ability each, no pay-to-win advantages.

07 · Arena Design

Permanent walls, breakable crates, explosive barrels, generators, hidden passages, traps, moving machines.

08 · Dynamic Arena System

Collapse, Power Surge, Core Overload, Magma Rise and Blackout keep arenas from going stale.

09 · Game Modes

Blast Royale, Core Rush, Duo Blast, Bomb Run, Survival Yard and Ranked Arena.

10 · Progression

XP, Scrap and Core Fragments unlock cosmetics — competitive power stays separate.

11 · Mission System

Rotating objectives beyond winning: chains, block destruction, restricted-bomb wins.

12 · Game Economy

Play → Earn Resources → Customize → Compete → Progress, with continuous resource sinks.

13 · Optional Token Layer

$BOTT as an ecosystem and community asset. Money never buys combat strength.

14 · Technical Direction

Input, Player Controller, Tile/Map, Collision, Bomb Manager, Explosion Manager, Chain Manager, Items, Game State, UI.

15 · Explosion Logic

Deterministic four-direction propagation, walls stop blasts, bombs chain instantly.

16 · Performance Philosophy

Sprites, tiles, particles, screen shake and pixel shaders — 60 FPS desktop, 30–60 FPS mobile.

17 · Multiplayer Architecture

Local → bots → private rooms → public matchmaking → ranked, with authoritative server validation.

18 · Visual Identity

Retro arcade readability with industrial pixel-tech aesthetics. The Ignite Core capsule is the franchise symbol.

19 · Game Feel

Click, fuse, screen shake, flash, particles, shockwave — a five-bomb chain must feel enormous.

20 · Development Roadmap

Six phases from Core Prototype to Ecosystem.

21 · Long-Term Vision

Move. Plant. Escape. Explode. Immediate accessibility with long-term mastery — bomb timing, chain reactions, area control, prediction, movement, item priority, character abilities and environmental manipulation.

Full document: place BOTTARU_Game_Whitepaper.pdf next to this file and the button below will open it.