Coming Soon
WinBolo is a multiplayer tank game for up to 16 players. You pilot a tank across a top-down island, capturing pillboxes and bases, fortifying your position — harvesting trees, building roads and walls, laying mines — as you battle for control of the map.
Some players prefer long, freeform games where alliances shift hour by hour and killing a friend for tactical advantage is a perfectly respectable move. Others play tournament-style: teams decided beforehand, no diplomacy, just two sides fighting for the island.
Both styles share the same simple rules and the same surprising depth — tactical combat, base-building, and resource management woven together into a game that rewards everything from a clean pillbox capture to long-term strategic thinking.
Originally created by Stuart Cheshire in 1987 and finding fame on the Macintosh in the early 1990s, Bolo was one of the defining multiplayer games of the early internet.
In 1998, John Morrison began developing WinBolo — a faithful Windows reimplementation built from scratch, and the only Bolo port Stuart Cheshire ever officially endorsed. Over a decade of active development through to 2008, WinBolo grew to include a Linux port (LinBolo) and a thriving online community at winbolo.net, with stat tracking, leaderboards, map archives, and replay logs drawing players from around the world.
After years of dormancy, it's back: cross-platform, open source, and ready for a new generation. Windows, macOS, Linux, Steam Deck, iOS, Android, and the web.
Bolo has been described as a game that takes "an instant to learn, but a lifetime to master. You have to play it to understand."
WinBolo 2.0 modernizes the classic game from top to bottom — same gameplay you remember, rebuilt for modern platforms. Key additions:
A complete networking rewrite. Highlights:
The server now runs the simulation; clients send inputs. This closes the door on the trust-the-peer cheats from earlier versions.
UPnP and NAT-PMP/PCP open ports automatically when your router supports it. When it doesn't, UDP hole punching lets remote players reach servers behind most NATs. (Strict firewalls may still block it.)
Add bots (Brains) from the lobby. They can run on your server or your client.
When everyone's gone, the server returns to the lobby after a configurable wait.
A brand-new AI — NewAutopilot, based in part on the original aIndy — is bundled with the game. Brains can be played against in single player or included in networked games.
A full-featured map editor is included, letting players build new maps from scratch.
Four generator engines, each tuned to a different style:
Every generator is seeded — share a seed string to reproduce a map exactly. Lock individual parameters so Randomize only shuffles the rest.
Save any selection as a reusable stamp (.bstamp) and browse a thumbnail library mixing your stamps with bundled ones shipped with the game.
The log viewer is now embedded in the main game with WBN integration:
Bolo was shareware in the 1990s, and WinBolo carried that spirit forward. WinBolo 2.0 keeps it going: freely available on Steam, the Apple App Store, and Google Play. An optional supporter purchase is available for anyone who wants to help fund ongoing development — including, perhaps, the players who never quite got around to sending in their shareware fee back in 2001.
Yes. The original WinBolo was open-sourced under GPL v2 in 2008, and WinBolo 2.0 continues that tradition — the updated source code will be available on GitHub shortly after the initial release.