Warming up

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Poly Strike Axperia Studio

The studio’s first game, not out yet

Poly Strike

Low poly robot football. Torso on the keyboard, each leg on the mouse: no automatic stats, only what you can actually do with your hands.

Total coordination

Your skill. Not your stats.

The torso is steered from the keyboard, on WASD. Each leg is controlled with the mouse, independently of the other, and never both at once. No move is pre-recorded: step-overs, feints, back-heels — inventing them and pulling them off is on you. Power and direction come from the angle and force of the impact, nothing else.

The field player

It all starts at the knee.

One leg after the other, with the mouse, while the torso moves on the keyboard. Running, dribbling and striking mean alternating the rhythm — closer to learning a machine than pressing a button.

Torso
fixed and armless, all the work is in the legs
Infinite volley
the foot stays cocked in the air while you move
Thrusters
double jump, dash, standing or sliding tackle
Free moves
none of them are scripted: you compose your own
Tackle
targets the opponent’s joints to destabilise them

The rulebook

No whistle. No falling. Never a stoppage.

  • Dynamic offside

    You can be offside when the pass is played. It is only called if you are still offside when you touch the ball.

  • The tackle is a weapon

    It strikes the opponent’s joints to make them wobble. Not a foul — an option.

  • Zero falls

    The robot stays upright. After a hit you briefly lose leg precision — never control of your movement.

Two formats

5v5

1v1 to 5v5, at launch

Fast, urban, no stoppages. Open enough that every touch counts, tight enough that no mistake goes unnoticed. Ball goes out? Two seconds to fetch it, otherwise it restarts automatically towards the nearest opponent.

11v11

11 v 11, after release

The full format. A real pitch, eleven robots a side, and team coordination stacked on top of individual technique: throw-ins with the feet, penalty shoot-outs, duels between a striker feinting on the volley and a keeper charging his jump.

The keeper

A wall, not a player.

Where the field player has everything in the legs, the keeper has everything in the arms — and he moves them one at a time too. A charged jump to cover an angle, a dive, rushing out at feet: nothing is automatic, and his controls have almost nothing in common with the field player’s.

Know the day it launches.

The game is not out yet and no date has been announced. A Steam wishlist is still the most reliable way to hear about it first.