Small worms.
Big problems.
Bigger worlds. A very questionable arsenal.
Be the last team wriggling.
Craters tomorrow.Original art & audio. Classic artillery chaos.
Taking cover?
The battle is paused.
War, in a nutshell.
Take turns. Eliminate the other teams. Water is not your friend.
Mouse: Move to pan the camera; weapon aim stays on the keyboard. Click to set a homing / airstrike / teleport target. Scroll to zoom toward the pointer. Middle-drag or Shift-drag to grab and pan directly. + / − zoom; 0 resets standard view.
Touch: Drag the battlefield with one finger to pan; pinch with two to zoom. Tap without dragging to aim or mark a target. Hold FIRE for power. WORM follows your active worm; tap the percentage to reset standard zoom; FIT shows the whole map. Tap or drag the tactical minimap to travel across the larger world. Menus scroll independently.
Ninja rope: Space attaches or releases. Left / right or A / D swing; up / down or W / S reel. You can select and fire weapons while attached. A dotted line previews reachable anchors. Destroyed anchors release the rope. Free swings maintain their radius and hard terrain hits bounce while attached. Use arches, cave ceilings and island undersides; release to carry your swing into the next attachment.
Jet pack / parachute: Space activates or puts away. Arrows or WASD steer; up / W gives the jet pack thrust. Watch your fuel.
After firing: You have a few seconds to retreat. Shotgun gets two shots. Sheep is remote-detonated with Space. Girders rotate with the arrow keys or WASD before placement.
Landings: Fast impacts rebound off floors, slopes, walls and ceilings. Slopes preserve momentum; flat ground grips. Normal walking still stops immediately. Fall damage stays capped at 20 HP across an unsettled bounce / slide chain; water is lethal.
Sudden death: After 15 rounds, remaining worms drop to 1 health and the water rises each round. Choose world size and terrain style in setup.