Arena of Eternity · Pre-alpha

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
Explore the arena →

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.