And they're taking an explosive leap into space with thrilling tactical turn-based 3D roguelike combat! 🛸
Freshly announced during Gamescom Opening Night Live, The Worms needs you to assemble your custom squad of Worms and battle to survive!
🧨 Fight in fully destructible arenas
🔫 Upgrade and reinvent classic Worms weapons
🧠 Chain deadly, strategic combos to wreak havoc
Are you ready to climb the ranks of the Galactic Gauntlet and take down the magnificent Emperor Flugg when Worms Galactic Tactics launches in 2027 on PC, Xbox, PlayStation and Nintendo Switch 2! 👀
Prepare for combat by joining the brand new Worms Discord Server 💬, watching the incredible Announce Trailer (presented by the one and only Duke Marigold) 📺, following Worms across all Social Media Channels 📲, and by adding Worms: Galactic Tactics to your wishlist today! 😍📃
Hello. Exactly as the title implies, I've finally managed to do the second lap on Mission 31 in Worms 2 Armageddon. It was done on the first layout this time around, as opposed to the third and much more consistent one from when I beat this mission for the first time.
This took a lot of RNG manipulation and was clocked out in 5 minutes and 21 seconds more than last time.
I'm a solo developer working on a game called Mana Boom!
It takes some of the things I love about Worms, like artillery shots, destructible terrain, crazy physics, and sending your friends flying, and mixes them with real-time combat and magic!
I wanted to see what would happen if little witches could swing around on ropes and blast each other across the map. It's been a lot of fun (and chaos) bringing that idea to life!
I recently released a free demo, and I'm really curious what Worms players think about it, especially the rope mechanics!
Solo dev here. The ninja rope was always my favourite part of Worms, so I made a small game where the rope is the only thing you have.
You're a spider. Fire your silk, swing, let go, fire again mid-air. It wraps around corners and bounces off walls. Your spiderlings are scattered through each cave - grab them on the way (they ride on your back) and get the family home to Mum's web before the water rises.
It isn't a 1:1 recreation: you aim with the mouse, and there's no turn timer. 19 levels, plus a daily level that's the same for everyone, with a leaderboard.
It's an early prototype and I'm mainly trying to find out whether the core loop is fun. If you've spent hours roping in worms (Especially Worms Armageddon), I'd really like to hear what feels right and what feels off about the swing.
Link in the comments (browser, needs keyboard and mouse).
I made a small mod that enables the 5 Rare hats, Joanna Dark weapon and 5 other unused hats.
All content was in the Steam build but not usable in-game so this mod fixes that.
It also lets you skip the intros and enable "Rapid Play" which is a setting I made that removes a lot of the delays and waiting between turns. All features are optional.
Quick update on the modding framework I posted a while back. 0.10.0 is out, and it's mostly a graphics one.
Melange can now tell plugins exactly which texture the game is drawing, and plugins can bring their own textures into the game's shaders. Sounds boring, but it means the game finally knows a barrel is metal and a log is wood. Took it 15 years.
First thing using it is Sunstone 2.3.0. Wood gets grain, metal gets scratched up, stone gets pitted, sand looks like sand. That covers about 1,600 textures, weapons and props and the ground included. It still looks like Worms, and it costs well under a millisecond, so your frame rate's fine. Also, the bazooka barrel no longer has a weird dark star in it.
Plugins in the video: Sunstone, Bloodsand, Kindjal, Kanly.
Hello! I did mouse fix for WUM with the help of Claude. Here you can read more information about it and download it: https://github.com/emiwum/WUMMouseFix
Here is showcase video; comparison of how mouse works originally and with the patch:
- Up to 48 playable worms per match, increased from the original limit of 18.
- More than 20 new customisable gameplay options, including God mode, low gravity, weapons don’t end turns, persistent ropes and indestructible terrain.
- Play on all maps from Worms Armageddon, Worms World Party & Online Worms (the Asian spin-off of Worms 2)
- and lots more!
In case you haven't used it before, the patch also restores LAN and online play without port forwarding as well as many other features/improvements.
Hello. So, I've come to ponder lately, what even is the point of "Ultimate" Mayhem existing if it's just a merge child of Worms 4 Mayhem engine and Worms 3D campaign missions (but nothing else) with a shader plastered on top and the online lobbies being busted, with no online lobby customization or Wormpot.
I personally think the so-called Ultimate Mayhem can be fully retired from sales in favor of a full-on 3 game collection, and almost nothing would be lost... well, aside from the money people have spent on buying it, but that's a risk I'm willing to take if the compensation done well. This one 3D entry might as well be handed the Sonic Generations to Sonic X Shadow Generations treatment that SEGA did and it would be far more benefical than the current offering by far.
Nostalgia led me back to Worms Ultimate Mayhem after several years of not touching it and I had completely forgotten how glitchy it was. There are some decent mods out there but none really fixed the net-code to the point where you could play several back-to-back network games without crashes.
I spent some time (and tokens) fixing as many of these bugs as I could track down online and building a fairly comprehensive SDK around them. The result is Melange, and it is free and open source for anyone who wants to use it or contribute: https://github.com/JaminB/melange
The short version of what it does:
The multiplayer fixes are the reason it exists. The game's reliable-UDP layer over Steam P2P never advanced its retry window, so after the first couple of packets a lost one was simply never resent and both machines sat there frozen. Melange fixes that in memory, re-acknowledges duplicate packets so a lost ACK can't stall the other side, and patches a pile of other things I ran into: the freeze when a spectator presses a camera key around an explosion, the "This session is no longer available" abort when a girder is moved, stuck pauses, stale surrenders, a bad host-migration path that closed every connection when one dead peer timed out, and a few crashes. Every fix runs on your own machine and the wire format is untouched, so you can still join lobbies with people who don't have it. It won't fix a bug that starts on their machine, obviously, but it stops yours from being the one that kills the match.
It doesn't touch your game files. It is an .asi that loads alongside the exe, checks the exe's hash against build #1077 (the Steam and GOG release) and turns itself off on anything else. Every hook verifies the original bytes before patching. It also leaves the game's CRC check alone, which is the thing most other mods crack to get their files in. Mods go in a Mods folder and are picked up at load time instead.
There's a small launcher (Melange.exe) that finds your game, installs the loader, keeps itself updated from signed releases, and backs up everything it replaces. There is a "Restore vanilla" button that puts the folder back to stock Worms, including removing other people's mods, in case you want out.
For modders there is a proper SDK. Mods are a folder with a spice.json manifest, with versions, dependencies and a client-only vs content split so the game can tell which mods have to match across all players. Client-side scripts run in a sandboxed Lua 5.4 with a wum.* API for HUD, world drawing, overlay panels, input and settings. Content mods run inside the match's own Lua VM so they are part of the deterministic sim, and can add weapon clones (a new weapon reusing a vanilla one's code with its own icon, stats and behavior). There's a graphics layer with hooks at fixed points in the frame for shaders and post effects, a replay recorder, and a desync detector that hashes the sim every tick and names the mod that diverged. There's also a map editor in the browser, since the launcher and the in-game overlay are the same local web app.
There's a plugin store built in, with a handful of plugins I've put up so far: Bloodsand (gore, because of course), Sunstone (a graphics pass: better greens, a real sun, atmosphere and water that reflects the scenery), Caravan (imports community map packs), and Kanly (a game style with weapon presets, control fixes like a sane camera Y default, and new sudden-death music). Store downloads are hash-checked and the Store only talks to GitHub when you open it.
If you still have WUM installed and want to play online again without the roulette, give it a go. Bug reports are welcome; there's a one-key log export in the game that zips up everything useful, with usernames and Steam IDs stripped.