Orb Arena: the first mini game
A month after the first experiment went up, there’s a second — and this one is a game: Orb Arena.
It’s a pocket-sized auto-battler. You pick one of five fighters — Blade and his orbiting sword, Venom lobbing poison pools, the Assassin’s returning blade, the Vampire’s latching fangs, or Spike and his wall of thorns — then step back and let physics decide. There are no controls. The pick is the whole game: every matchup plays differently, and counterpicks matter more than reflexes.
Why ship something this small
Because it’s finishable. The flagship is a long build, and a studio that only ever shows renders and promises is just a marketing account. A mini game with a beginning, a middle, and a winner — even a tiny one — is the honest proof that this place ships.
Orb Arena also exercised the whole pipeline end to end: landing page, cover art, play pages, phone handling. Everything a real release needs, tested on something small enough to fix fast.
The honest state
Fights are against the AI only. Balance is a first pass — some matchups are crueller than they should be, and the roster may grow. The beta label is not decorative.
Update — the roster doubled
On August 21 five new fighters joined: Lucky, who rams his own trucks to level them up; Spider, who spins permanent silk lines across the arena; One-Punch, who spends 40 seconds charging and then kills with a single touch; Train King, who lays rail on the walls and departs a train; and Card Master, who fires cards whose damage equals their face value. Ten fighters, forty-five matchups — the counterpick game just got a lot more interesting.
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