Guide
GoreBox 27's Bots: Fight, Flight, Surrender and Long Memories
The NPC system explained: how bots use cover, track by sound, remember attackers and choose their moments, plus difficulty that actually matters.

CONTENTS On this page
The bots are half of why this game works. GoreBox 27's NPCs do not run at you in a line: they fight, flee or surrender, use cover, track you by sound and remember who hurt them. This guide explains the behaviour we rely on in testing; new players can join them via the GoreBox 27 download page.
Reactions with reasons
A bot's choice is a situation report: outmatched ones flee or surrender, confident ones press, and everyone reacts to noise. Suppression works here the way it should, because the thing you are suppressing has a working sense of self-preservation.
Memory
Attackers are remembered. The sandbox consequence is delicious: your past behaviour walks around the map with opinions about you, and a character you wronged in minute five can make minute forty very interesting.
Difficulty as a dial
Difficulty is adjustable, and it changes judgement, not just aim: harder rooms punish noise and exposure the way human lobbies do. For map testing, mixed difficulties give the most honest report on your arena.
Keep driving
Quick Answers
Do bots really surrender?
Yes, when the arithmetic convinces them. It never stops being a great moment.
Can bots hear me?
They track by sound: sprinting and gunfire advertise you, quiet movement is a real tactic.
Are bots in multiplayer too?
Yes: hosts can fill lobbies with them, and they hold their own in modes built for humans.