Game
WARGUL is a real-time competitive 3D arena. Heroes summoned by ancient gods fight short, intense matches on a ruined floating colosseum while Wargul, Master of the Game, moves the pieces on his board.
Formats
Duel 1v1, teams 2v2 and 3v3, and free-for-all for 3–6 players. Any empty seat is filled by a bot. The host picks a 10- or 15-minute timer; when it runs out, the higher score wins. In duels and teams an equal score is a draw; in FFA everyone with the top score shares first place.
Progression within a match
Levels 1–12. Q is open at once, W at 2, E at 3, the ultimate R at 4. Each level gives +50 HP, +4 ESS and +3% damage. Levels 5–12 grant eight points for a three-branch talent tree with four nodes each; branches can be mixed. Rage builds from lost health and is spent on the single F ability. XP is shared by the real participants of an event, not the whole team.
See the heroes →How points are scored
| Eliminating an enemy hero | +1 |
| Extracting the core | +2 |
| Delivering the core to your relay | +1 |
| Finishing Wargul's Demon | +2 |
| Killing an enemy home guard | +1 |
| Offering a shard set at the altar | +1 |
| Every third hunt (second in FFA) | +1 |
| Winning a Wargul event | +1 |
| Bounty: a 3-kill streak | +1 |
Controls
- Move
- RMB on the ground
- Attack / pursue
- RMB on a visible enemy
- Attack-move
- A, then LMB
- Abilities
- Q / W / E
- Ultimate
- R from level 4
- Rage
- F with a full bar
- Talents
- 1 / 2 / 3 — quick choice
- Camera
- screen edges, wheel to zoom, Space to the hero
How it is built
Godot 4.6, GDScript, the Forward+ renderer with MetalFX / FSR. An authoritative server simulates the match at 60 ticks per second and sends each player only what that player can see; the client merely presents it. Deterministic simulation from a match seed, ENet/UDP networking, rejoining a running match, bots that plan from the same view a human gets, and about 440 automated test suites.
Team
Ares — game design, art direction, heroes and visuals.
Ray — engineering, networking, tests and builds.