The arena is broadcast. The strategy is yours.
A hex-grid autobattler. You never pilot the fighters — you assemble the squad, manage the gold, and read the board. Then the arena fights for you, automatically.
Range, reach, and ARO reactions. Where you place a unit decides who it fights — a Mammoth Titan walls the front while a Snow Witch kites from the back row. You set the plan; the arena swings the blades.
A five-card shop each round. Reroll for two gold, and fuse three of a kind into a stronger two-star. Bank gold for up to +4 interest, or spend four on XP to field more units — that tension is the whole game.
Crimson strikes first, Verdant refuses to die, Onyx holds the wall, Tundra freezes the ground. Each faction unlocks a signature at 2, 3, and 5 units. Read the lobby and counter it.
Eight factions, eight units each, plus a shared pool of neutrals and the Enthroned. Every faction fights the dome its own way — pick the doctrine that matches your read.
Top stables on the season ladder. Combat is deterministic and every match is recorded — the whole dome is broadcast.