Arcane Arena keep
A Mirku Games project · In development

ARCANE ARENA

Real-time 1v1 tower defense. You don't get a path — you build the maze. Then you watch theirs collapse.

No download. No account. Runs on desktop & phone.
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1v1 real-time duels 6 elements · 35 combinations 11 arenas 8-minute matches 0 installs
The hook

Tower defense where the map is your decision

Most TD games hand you a road and ask you to decorate it. Arcane Arena hands you a stub of road and a rival on the other half of the screen.

Draw the road

Every round you extend the path from your own keep. Long and winding buys you time. Short and greedy buys you towers. Both can lose you the match.

Fuse everything

Two elements merge into a fusion engine. Three merge into a triple. 15 fusions, 20 triples — every single one has its own model, its own projectile, its own impact.

Curse the other side

Every 45 seconds you get to reach across the board. Nine curses: silence their spells, chain their hero, break a fusion, jam a lane, block a road.

One screen, two boards

You are never just playing solitaire against a wave counter

Your keep is on the left. Theirs is on the right. Every creep that leaks through your maze hits your castle — and every creep that leaks through theirs hits their health bar.

  • Waves run on both boards at once, and they overlap. The board is never empty.
  • Four bosses per match — 1:36, 3:12, 4:48, 6:24 — and every one of them walks both lanes.
  • 7,000 castle HP a side. It only moves when something gets through.
  • Eight minutes on the clock. Tied at 0:00 goes to overtime, up to five escalating stages.
Emberdeep Hollow arena
Emberdeep Hollow · Arena
The roster

Six elements. Everything else is what you make of them.

Each element does one job well and one job badly. Fire burns over time, water freezes and grounds flyers, earth shreds armour but is blind up close, nature poisons and stuns, light marks targets from the longest range, darkness curses and makes them run.

Ember · Fire
Frost · Water
Stone · Earth
Thorn · Nature
Dawn · Light
Hollow · Darkness
15 fusions · 20 triples

Then they stop being elements

Merge two towers and you get a war engine — Steam, Magma, Eclipse, Hellfire, Obsidian. Merge three and you get something the board has never seen: Supernova, Cataclysm, Maelstrom, Forge.

  • Every one of the 35 combinations has bespoke art, not a recolour.
  • Fusions inherit the levels of the towers you fed them.
  • You only bring three elements per match — so you get one shot at a triple.
Supernova Cataclysm
Three elements, three support

Your deck is six towers, and half of them don't shoot

Support towers hold the lane instead of clearing it — they taunt, block, buff, drain and heal. They have their own health, monsters attack them, and they rebuild when they break.

Rune Golem
Sirenstone
War Drummer
Obelisk
Soul Siphon
Sanctum
Battlegrounds

Eleven arenas, nine of them alive

Same measured start geometry on every map — gate to gate, portal to portal, identical on both sides. What changes is the world you're fighting in, and on nine of them the map itself is moving.

Emberdeep Hollow
Emberdeep Hollow
Overgrown Temple
Overgrown Temple
Mushroom Grove
Mushroom Grove
Haunted Docks
Haunted Docks

Also in rotation: Verdant Glade · Dustfall Ruins · Frostklamm Glacier · Stormpeak Sky · Necropolis Catacombs · Golden Citadel · Frozen Glacier

Champions

Bring one hero. Bring two spells. Choose badly and it shows.

Your loadout is three slots: a spell, your hero's signature ability in the middle, and a second spell. Meteor Rain, Void Rift, Soul Storm — each one upgrades to three stars over the course of the match.

Solara

SOLARA

Radiance. Heals your keep and burns whatever stands in the lane in front of her.

Magmor

MAGMOR

Molten bulk. Body-blocks the road and turns the ground under it into a burning field.

Playtest open

Play it now, then tell me what's broken

Arcane Arena is in active development. The build is playable today in your browser — no install, no account. Leave your email and you get the launch date, new arenas, and the occasional ugly work-in-progress clip.

Double opt-in — you'll get one confirmation email first. One email when it launches. Nothing else.
Check your inbox — confirm the email and you're in.
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Questions

The short answers

Is it really free?

The playtest is free and stays free. The plan for launch is free-to-play with cosmetics only — no paid stat upgrades, no pay-to-win.

Do I need to install anything?

No. It runs in the browser on desktop and phone. If you want it on your home screen, you can add it as a web app.

Is it finished?

No, and I won't pretend otherwise. Balance is rough, some art is placeholder, and things break. That's exactly why the playtest is open.

Who makes this?

Mirku Games — a small independent studio. Arcane Arena is its first title.

How long is a match?

Eight minutes on the clock, plus overtime if it's tied. It's built to be played on a break, not on a weekend.

Is there a campaign?

Arcane Arena is the 1v1 mode. There is a separate single-player tower defense from the same studio — Arcane Prism TD — but this is its own game.