How a battle works
Fights are automatic
Once a match starts nobody gives commands. Your choices happen before the fight: color, class, weapon, abilities, trait and stats. The server simulates the whole battle with a fixed random seed, so the same build against the same opponent and seed always plays out the same way.
Spheres reflect, they do not steer
Each sphere travels in a straight line and bounces off the arena walls, off the other sphere and off weapons. When the two spheres touch, each bounces off the other as if it had hit a wall and leaves at its normal speed. Nobody aims at anybody. Speed, size and knockback decide where the fight happens.
Blades
A melee weapon spins around its owner. A blade that touches the opponent deals the weapon's damage, then waits a short cooldown before it can hit the same target again. Blade hits push the target away and can bounce the attacker too.
Projectiles
Ranged weapons do not spin. They always face the nearest enemy and fire projectiles that fly in a straight line until they hit a fighter, hit a wall or run out of time. Strength makes projectiles fly faster. A projectile hit pushes its target along the direction it was flying.
Body hits
When the two spheres themselves touch, each deals its body damage to the other, whatever its weapon is doing. Body damage grows with Strength and Vitality. Touching never pushes: the spheres simply bounce apart.
Knockback
Physical hits from blades and projectiles add a burst of speed to the target, pushing it away. The burst fades in small steps until the sphere is back at its normal speed. Knockback grows with Strength, and a weapon with a heavy push throws opponents farther.
Clashes
When two weapons meet they clash and bounce apart. Some abilities react to a clash.
Time limit and tiebreak
A match ends when only one fighter is left standing. If both are still alive when time runs out, the fighter with the higher share of its maximum health left wins. An exact tie is a draw.
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Ways to play
The lobby
Create a lobby game and it appears on the home page for anyone to join. The first person to accept starts the match. Stay on the site while you wait: a game is closed when its creator leaves.
Challenge links
Choose "Challenge a friend" for a private link. Only people who have the link can join, and anyone can watch the match once it starts.
Bots
"Play a bot" starts a practice match right away against a server-controlled bot, always labeled as a bot.
Watching and rematches
The Games tab lists live matches to watch and recent ones to replay. After a duel, ask for a rematch from the result window; against a person, they get an offer they can accept.
Privacy
This is a draft. The privacy notice and the terms are waiting for the owner to review them. Nothing in this section is a final or legally reviewed statement.
Still to be written
- Who is responsible for your data and how to contact them.
- How long each kind of data is kept.
- The legal basis for each use of your data.
- Your rights and how to use them.
- The terms of use.
How the site works today
These points describe what the site does now. They are not promises, and the final notice may differ.
- Guests play without an account. A browser session identifies a guest, and the fighter is kept on that device.
- You can sign in with an email code or link, or with Google, to create an account.
- An account has a public name. Your profile page shows that name, when you joined and your recent games.
- You can delete your account on the account page.