Build the board, then watch it play itself out. Add orbs to a team,
tap an orb to change its weapon, perk and build. Nothing is driven during the
match — every decision you make is made here.
Library
Teams
tap + to add · drag to move
Survival puts everything you pick on one side against endless waves.
Orb
The Long Run
One orb. Fight after fight, each one harder than the last, each one
stacked slightly against you. Between them you bank gold and bolt on
upgrades — armour, reach, resistances, a second weapon — and repairs
come out of the same purse. You never steer the fight. You only decide
what walks into it.
Build your orb
The core is the only one you get for the whole run. Everything bolted to it can still be replaced or upgraded later.
Stage
1
Gold
0
Score
0
Orb
Add an orb
Settings
Fighter and match values apply to the next match you launch. Presentation applies immediately.
Presentation
Fighter and match values below apply to Forge matches only.
Campaign runs are always played at fixed values, so every score on the board was set under the same rules.
Fighters
Match
A long fight has its floor shrink inward, forcing the orbs together
until someone lands the finish. This is what stops two orbs that both heal from circling
each other forever. Territory never shrinks — its tile grid covers the whole board.
Powerups
Untick any powerup to keep it out of the pool. Elemental Overload resolves differently for every template — Fire gets Wildfire, Bulwark becomes Immovable, and so on.
Codex
Generated from the game's own registries, so it cannot drift out of date with the code.
Fighter templates
Perks
Weapons
Reach decides how often a weapon meets anything, so it is the number
that matters most. It is deliberately compressed toward the mean and the difference is
paid back as damage and recovery — a greatsword hits harder and slower, a dagger softer
and faster. Every weapon also has its own special.
Rarity & enchantments
Rarity is not a price tag. Everything above Common carries a
proc chance — a percentage roll on every hit that fires an extra effect
on top of whatever the item already does. A rarer item does not hit harder, it rolls more
often. Cursed is the odd one out: the cheapest tier and the highest roll rate, paid for
with a downside written into the item.
Status effects
Each one says what it does and, more usefully, where it came from.
If something is healing through everything, it is Regenerating, Siphoning or a brew;
if health is vanishing, it is Poisoned, Burning or Bleeding.
Matchups
Powerups
How a match works
Nobody is driving. Each fighter is an orb bouncing inside the arena holding a
weapon against its shell — the weapon is a free point mass on a hard distance
constraint, driven tangentially, so it whips and lags instead of being pinned to
a rotating transform. A weapon is a segment, and when it overlaps an
enemy orb it lands a hit, capped to one hit per target per swing. When two enemy
weapons overlap each other instead, that is a parry: neither
lands, both rebound, and each side briefly loses tempo. Reach is not free —
weapons sit against the orb unless a template (the Lancer), a perk (Extended
Grip) or a powerup (Long Chain) pushes them out onto a chain.
Damage runs through a matchup multiplier, the attacker's passive, and the
defender's armour, then the attacking template's onHit applies its
signature effect. Ultimate meters fill from hits and from time, and fire the
instant they cap. The whole simulation is a fixed 120 Hz and draws every
random number from a seeded generator, which is why a seed replays exactly.
Keyboard: Enter launch · Space pause · R replay seed ·
N new seed · T swap theme · F fullscreen ·
V record · Esc back.
Recording captures the arena and the audio mix together and saves a
.webm when you stop, or automatically when the match ends. Turn Sound on
first if you want the clip to have any — the video is recorded silent otherwise.