The bots are confirmed; the tells are not
These are two different questions with two different answers, and running them together is where most write-ups on this go wrong. That bots exist is official: Bellring Games confirmed on the launch news feed that they are permanent, alongside the confirmation of cross-platform matchmaking. How to identify one is not official at all — no developer has published a naming rule, a behaviour spec or a lobby-composition policy. Everything in the next section is one creator watching carefully, and it is presented that way.
- Bots being permanent is a design answer to lobby population, not a temporary launch measure — so this page does not expire when the player count settles.
- A bot in your lobby is not a problem to solve. They are free kills and they carry real loot.
Three tells, and only one of them is a fact
The first tell is the one worth learning because it does not require a judgement: character creation caps a player name at fifteen characters, and bot names are not held to that limit. A sixteenth character is therefore not evidence, it is an impossibility — nothing you saw could have been a person. The other two describe how a bot behaves, which means they are reads. Both are useful and neither is proof, and the checker above is built to say so.
- It moves on rails — straight forward, straight back, flat strafes. Bots rarely move diagonally and rarely use a movement skill to do anything clever with the ground.
- It will not look at you — you can land several hits on a bot busy with a monster before its attention switches. A player turns on the first one.
Where you meet them
Two situations account for most bot encounters. The first is the opening of the game: up to somewhere around level four or five you are mostly playing against bots dressed as ordinary players, which is the usual shape of a new-player runway. The second is reported rather than announced — a pity mechanism that can drop you into a bot lobby after several losses in a row, presumably to stop a bad night compounding. The creator describing it says they are still investigating how it works, so treat the mechanism as reported and the effect as something players notice.
- The same creator reports never seeing a single bot mixed into a lobby of real players — in their experience it is all bots or none — while explicitly saying they cannot confirm it.
- If that pattern holds, identifying one bot tells you something about the whole lobby rather than about one opponent.
The honest limit of all this
A name at or under fifteen characters tells you nothing. Bots take short names too, so the cap only ever produces a positive — it cannot clear anyone. That is why the field above refuses to guess in the other direction, and why the two behavioural tells are marked as reads. If you want certainty about what you are fighting, the training grounds will spawn bots for you on demand, which is the only place in the game where the answer is not a judgement call.
