Worms W.M.D
The worms are back in their most destructive game yet. With a gorgeous, hand-drawn 2D look, brand new weapons, the introduction of crafting, vehicles and buildings plus the return of some much-loved classic weapons and gameplay, Worms W.M.D is the best worms experience ever.

Work your way through 30 campaign levels of increasing difficulty using the huge arsenal of new and classic weapons at your disposal. Use new vehicles to cause chaos amongst the enemy ranks and use buildings to gain the tactical advantage as you try to dominate the battlefield!

Take on up to five opponents in hilarious all-out tactical worm warfare with up to eight worms each, either in local or online multiplayer, including ranked play. Flatten your opponents with the Concrete Donkey. Turn them into chunks of worm meat with the Holy Hand Grenade. Rain down hell from above in helicopters or pound them into oblivion with the tank. With 80 weapons and utilities at your fingertips, this is Worms at its chaotic best!
Developer:
Team 17
Publisher:
Genre:
Side Scroller, Action, Strategy, Multiplayer, Single Player, Co-Op
Game Effects
    • There is a constant base colour that is currently grey.
    • On entering the front end all bound keys will light up blue.
    • There is a constant base colour that is tagged to the team color of the player.
    • Whilst a random landscape is generating the keyboard, mouse and mouse mat will show random colours.
    • The primary users team health is shown on the left mouse strip and should approximately match the in-game health bar for the team, it always depletes from top to bottom. The right mouse strip shows the current team’s health in the same manner. The mouse mat also shows health in the same style. The left hand side of the mat shows the primary users team health and the right hand side of the mat shows the current team’s health. These bars both deplete towards the centre of the mouse mat opposite to where the cable is attached.
    • The keys bound to swap weapons (usually the F# keys) will light up based on the state of the weapons on that particular row. If any weapon on the row has ammo and no delay the key will light up green, failing that if any weapon has ammo but has a delay the key will light up orange, failing that the key will light up red to indicate there are no weapons on that row.
    • If the player uses a weapon that needs to be powered up the keyboard, mouse and mouse mat will display a bar charging. For the keyboard the effect will fill up left to right or vice versa if the player is aiming mostly horizontal, or will fill up top to bottom or vice versa if the player is aiming mostly vertical. The mouse will either fill up top to bottom or bottom to top based on if the player is aiming more up or more down. The mouse mat will fill up left to right or right to left base on which way the player is facing.
    • At the start of a turn, during the hot seat, the keyboard, mouse and mouse mat will pulse with the colour of the current team.
    • When the turn time falls below 5 seconds the keyboard, mouse and mouse mat will pulse red.
    • If anything on the landscape (worms, vehicles, etc) is damaged the keyboard, mouse and mouse mat will flash red. The duration everything stays lit for and how long it takes the effect to fade are based on how much damage was taken.
    • On collecting a health crate the keyboard, mouse and mouse mat will flash green. Upon collecting a regular crate the keyboard, mouse and mouse mat will flash bright yellow.
    • On entering sudden death the keyboard, mouse and mouse mat will flash a browny red.