The arena is a merciless maze, built on top of the bones of the fallen. Their suffering is engraved through scratches, bloodstains, and destruction etched into its walls. The only way to survive is to become stronger, loot, and earn your rank. Only then, perhaps one day, you might become a champion and be released.
The arena is a special battleground where players compete in high-stakes modes such as deathmatch, team deathmatch, or domination, distinct from the storyline-driven campaign. Designed as a series of connected rooms, the arena challenges players to secure resources and strategic positions. Each player begins at a designated starting point and must navigate the arena, battling opponents and gathering assets.
The arena is a special battleground where players compete in high-stakes modes such as deathmatch, team deathmatch, or domination, distinct from the storyline-driven campaign. Designed as a series of connected rooms, the arena challenges players to secure resources and strategic positions. Each player begins at a designated starting point and must navigate the arena, battling opponents and gathering assets.
Game Modes
Deathmatch: Every player for themselves, aiming to be the last one standing.
Team-Deathmatch: Teams compete against each other, with the goal of eliminating the opposing team.
Domination: Players or teams capture and hold strategic points within the arena to gain control and earn Rad.
Team-Deathmatch: Teams compete against each other, with the goal of eliminating the opposing team.
Domination: Players or teams capture and hold strategic points within the arena to gain control and earn Rad.
Scenarios
Each encounter brings new hazards and challenges. Each arena contest is a meticulously crafted complex designed to eliminate its prey. Improving yourself and fighting is the only option to survive. Observe your environment, plan your strategy, and lead in battle.
Scenarios consist of interconnected rooms described in the level sheets. Each room presents unique challenges, and units can transition between them as long as both sides of the door are unlocked. Each room has its own dynamics and can either be empty to pass through or contain its own wave definitions.
Spawn points are defined in the level sheet, and each party or player can have its own spawn position. Units need to be moved strategically toward the goals defined by the scenario. The first player or party to fulfill the scenario goals will win the match.
Scenarios consist of interconnected rooms described in the level sheets. Each room presents unique challenges, and units can transition between them as long as both sides of the door are unlocked. Each room has its own dynamics and can either be empty to pass through or contain its own wave definitions.
Spawn points are defined in the level sheet, and each party or player can have its own spawn position. Units need to be moved strategically toward the goals defined by the scenario. The first player or party to fulfill the scenario goals will win the match.
Start Resources
Resources are crucial to victory. Every Rad must be carefully calculated to access additional firepower by materializing the first drone. Greater strength allows you to advance into more hazardous but valuable rooms, loot even more resources, build bigger armies, and dominate the battle!
Each arena level has a designated starting Rad amount, determining the initial resources available to players. When a crafted hero enters the arena, the combined Rad value of all equipped items and weapons is calculated and deducted from this starting amount. The hero’s total Rad value must not exceed the starting Rad limit. Any remaining Rad can be used for materializing drones and other strategic purposes during gameplay.
Additional Rad can be earned through killing other units or looting.
Each arena level has a designated starting Rad amount, determining the initial resources available to players. When a crafted hero enters the arena, the combined Rad value of all equipped items and weapons is calculated and deducted from this starting amount. The hero’s total Rad value must not exceed the starting Rad limit. Any remaining Rad can be used for materializing drones and other strategic purposes during gameplay.
Additional Rad can be earned through killing other units or looting.
Downed / Killed
Failing is not the end; it is an opportunity to stand up, use the gathered experience, and strive for victory.
When a player is downed, they must pay a resurrection fee in Rad to re-enter the fight. If they lack sufficient Rad, they are eliminated from the match. Therefore, maintaining a positive Rad balance is crucial for survival, as it ensures the ability to resurrect and continue competing. The ultimate goal is to be the last player standing, proving their strength and strategic prowess in the arena.
When a player is downed, they must pay a resurrection fee in Rad to re-enter the fight. If they lack sufficient Rad, they are eliminated from the match. Therefore, maintaining a positive Rad balance is crucial for survival, as it ensures the ability to resurrect and continue competing. The ultimate goal is to be the last player standing, proving their strength and strategic prowess in the arena.
Recovery
When a player is killed in the arena, they must pay the Rad value of their complete equipment and items to the player who defeated them. Upon payment, the killed player can resurrect at one of the designated spawn points in the arena, choosing their spawn location strategically to re-enter the match effectively.
Maintaining enough Rad to cover this cost is essential for survival, as it allows players to continue competing after being downed. If the player does not have enough Rad, they can offer items and equipment to the victor to cover the costs. If the offer is rejected, the player is removed from the arena, ending their game.
Maintaining enough Rad to cover this cost is essential for survival, as it allows players to continue competing after being downed. If the player does not have enough Rad, they can offer items and equipment to the victor to cover the costs. If the offer is rejected, the player is removed from the arena, ending their game.
Decision Tracking
All made decisions (codes) need to be noted down in the player’s journal. This record-keeping ensures that prerequisites for future decisions can be easily evaluated, maintaining the continuity and integrity of the game’s branching narrative.
Quests
The strive for a solution and the hope for freedom pave the way through the maze, driving the noble fighter to move relentlessly forward.
Quests are long-term tasks given to players that span multiple parts of the campaign, providing overarching goals to work towards. Players can choose whether to take on or fulfill these quests, leading to different advantages or disadvantages. Quests can be canceled after starting or completed with the option to withhold the quest content from the client, adding layers of strategic decision-making.
Quests are long-term tasks given to players that span multiple parts of the campaign, providing overarching goals to work towards. Players can choose whether to take on or fulfill these quests, leading to different advantages or disadvantages. Quests can be canceled after starting or completed with the option to withhold the quest content from the client, adding layers of strategic decision-making.
Missions
Striving from one quest to another leads to the inevitable: the fight. These encounters determine not only life and death but also the fate of everyone relying on you.
Missions are specific encounters played out on the tabletop, offering immediate challenges and objectives that contribute to the broader campaign narrative. Each mission’s details are described on the level sheet, defining the conditions, waves, and outcomes.
In the Painless difficulty level, all waves are visible from the start. In Challenging and Nightmare difficulty levels, a piece of paper must cover all upcoming waves, uncovering only the next wave when it is reached.
Missions occur on the battlefield, requiring players to overcome obstacles, survive relentless enemy attacks, or solve puzzles. They are integral to the gameplay experience, as they provide structured scenarios that advance the story and test the players’ strategic and tactical skills. By completing missions, players gain rewards, uncover new story branches, and progress through the campaign.
Missions are specific encounters played out on the tabletop, offering immediate challenges and objectives that contribute to the broader campaign narrative. Each mission’s details are described on the level sheet, defining the conditions, waves, and outcomes.
In the Painless difficulty level, all waves are visible from the start. In Challenging and Nightmare difficulty levels, a piece of paper must cover all upcoming waves, uncovering only the next wave when it is reached.
Missions occur on the battlefield, requiring players to overcome obstacles, survive relentless enemy attacks, or solve puzzles. They are integral to the gameplay experience, as they provide structured scenarios that advance the story and test the players’ strategic and tactical skills. By completing missions, players gain rewards, uncover new story branches, and progress through the campaign.
Downed
Exhaustion weighs heavily on your shoulders. One moment of weakness, and the inevitable happens—you fall to your knees, hoping you can muster the strength to stand up again.
If a player is downed during any campaign mission, the result is determined according to the selected difficulty level:
Painless: The player restarts the last mission.
Challenging: The player must pay the Rad equivalent of their current configuration. If the player lacks sufficient Rad, they must sell their equipment and items to the merchant to cover the costs. If they are unable to cover the Rad cost or find themselves without essential weapons to continue, the campaign fails.
Nightmare: The hero is dead, and the campaign is lost.
If a player is downed during any campaign mission, the result is determined according to the selected difficulty level:
Painless: The player restarts the last mission.
Challenging: The player must pay the Rad equivalent of their current configuration. If the player lacks sufficient Rad, they must sell their equipment and items to the merchant to cover the costs. If they are unable to cover the Rad cost or find themselves without essential weapons to continue, the campaign fails.
Nightmare: The hero is dead, and the campaign is lost.