The run
Between every wave you pull a 3×3 slot machine, and whatever lines up becomes your warband: footmen, archers, clerics, rogues, mages, beasts. Eight waves decide the run, and the whole thing takes two to four minutes. Then you do it again, because there's always one more spin in you.
The spin is sacred
Summons, gear, gold, the whole run passes through the lever. Line up three of a class to summon it, chase the wilds, and pray for the three jackpot skulls that drop a full-screen legendary. Bad spins still feed a meter, so you're never spinning for nothing. This is the moment an ad would ruin, which is exactly why there are none.
Sacrifice is progression
Your field only holds so many, so the strategy is who you feed to whom. Drag a spare unit onto another and it's absorbed, levelled, and one step closer to tiering up. Push a class all the way and it ascends: renamed, reskinned, wreathed in an aura. That ascension is the run's power spike and the screenshot you'll want to send.
Your army outlives the run
Build an army you're proud of and enshrine it. That snapshot becomes your Arena Ghost, and it fights other players' ghosts asynchronously, forever, under your name and banner. Lose a match and you get to study their whole composition and build a counter. Your identity here is the best army you ever raised.
Commanders & camp
Heroes are commanders you pull on banners, each bending the reels and buffing the army in their own way. Back at camp, the barracks trains your heroes and stockpiles gold and shards while you're away, so a busy day still moves you forward. Every pull rate and pity counter is published, right on the banner.
The deal
It looks like a casino and plays like one, but there's no real money on the reels and nothing hidden. The jackpot is the reward, not the trap.
In development
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