I’ve been playing arena PVP games since Bloodline Champions. When Battlerite died, I spent years waiting for someone to make another one. Eventually I realized that someone might have to be me.
Why 2D?
The first question everyone asks. The honest answer: I’m one person. A fully 3D arena brawler with the visual fidelity players expect in 2025 would take a team of 20+ and years of development. A 2D top-down approach lets me focus on what actually matters — the gameplay.
Phaser 3 is the engine. TypeScript is the language. The game runs in a browser, which means zero friction to try it. No download, no install, no launcher.
8 Heroes, Day One
Most games in this genre launch with 4-6 characters and add more over time. I decided to go with 8 from the start. Here’s why:
With fewer than 8, you can’t have meaningful team compositions in 2v2 or 3v3. You need enough variety that drafting feels like a real decision, not a formality.
The roster covers four roles: tanks (Crunk, Pebble), ranged DPS (Tracey, Elly), assassins (Ken, Boo), and supports (Monk, Hex). Every hero has 9 abilities — M1, M2, Q, R, F, E, Space, EX1, and EX2.
What’s Next
The core combat loop is working. AI bots play all 8 heroes. The next step is getting it in front of players and seeing what breaks.
More devlogs coming as development progresses. If you’re interested in arena PVP, this one’s for you.
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